Simple platformers have not withstood the test of time in today’s
rampant world of cinema crammed role-playing games, competitive
shooters, and batty innovative puzzlers. Once in a while the need to
revisit a past series and style of play is vital to set a sense of
equilibrium and to not forget what came first. Series such as the
classic Donkey Kong for example, and his long time but inconsistent
rival, Mario. Based on a remake of the 1994 version of Donkey Kong for
the Game Boy, Mario vs. Donkey Kong is an attempt to recreate the
traditional part platform, part puzzle classic, but fails doing just
that. Adding too many new elements that have appeared in each icon’s
own titles leave it a bit more unbalanced than it probably had
originally planned. I guess you can have too much of a good thing.
Yet, I could not help but enjoy the quaint charm and memorable sounds
that popped up now and then. Who doesn't love that crazy hammer music
from the original? Even the bizarre storyline managed to make me laugh
on some occasions.
Pity this isn't a comic flick.
Now picture if you will Donkey Kong sitting in his house minding his
own business. Eating bananas and channel surfing like the couch potato
that he is. When he manages to catch a gander on the Home Shopping
Network about the new thing in town –- Mario dolls. When did Mario
become such a publicist? Blotting out the fact that he and Mario are
enemies, old Donkey Kong begins frenzying around his house in
excitement over this new fad. He bursts out of the jungle and into the
city where he steals every one of them from the factory. Mario finds
out about this and is generally pissed because he knows this cannot be
good for business. Thus commences your journey of cat and mouse through
six worlds with eight stages in each one; overcoming traps, picking up
items, and praying the stupid ape doesn’t break your damn toys.
The game-play is relatively simple to say the least. Make your way
across traps and hazards while strutting those jumping skills to pick
up items and solve puzzles along the way. The majority of which will
have you flipping switches in the right order, picking up keys, and
dodging the occasional enemy or threat. Rinse and repeat for the first
six stages of each world and you will end up at stage seven, which
involves leading the Mario dolls you secured into a box. This is where
the game picks up a bit as the dolls break very easily, so
multi-tasking staying alive, keeping each one safe, and solving every
dubiety will become essential. Once you have that task quickly taken
care of, Donkey Kong will come out of the shadows for a little revenge.
Unfortunately the fights usually last no more than 5 minutes as it
usually plays out like this: pick up item, throw item in his general
direction, dodge his attacks, ad nauseam.
Props though for the notable implementation of a pseudo-3D graphical
style and control setup -- because of this addition Mario has a lot of
moves beyond the normal walk and jump from his early titles.
Back-flips, multiple jump combos, tight rope walking, and handstands
are all added to his arsenal and each technique serves a different
purpose whether it be for offensive or defensive purposes. So, flip up
to the peak of that high structure to flip the switch, then handstand
to avoid the falling barrels threatening to bust your head open.
Though the capital reason Mario vs. Donkey Kong fails to rise above its
genre counterparts lies within its execution. The innovative approach
brought on to complicate for the better is overshadowed by the general
premise. To put it bluntly, the game is over too fast and the
difficulty does not pick up in time to save it. Though the first few
worlds will fly by and feel fresh and unique, this all starts to tumble
by around World 4. Attempting to mask the repetition is shifting
background visuals and music from stage to stage, but it still cannot
hide the fact it is merely recycling content. After a couple hours
pulling on that twenty-fourth lever and swiping that thirty-second key
will just become pointless. Despite the numerous shortcomings, the game
will reward you on how well your collective efforts payed off, if you
manage to sustain the interest.
Alongside the basic collection items mentioned so far is the oh so
original addition of stars. Nintendo just cannot seem to put out a
Mario game without these things can they? They are sort of like the
holy grail in each stage as stuffing enough of them in your pocket will
help you unlock an expert mode which adds a slightly noticeable
difference in difficulty. However, the game is honestly not worth
another run through after the first completion and even then everything
rounds out at about 10 hours tops. If you are a score freak like I used
to be back in the arcades then the addition of that system may keep you
on your feet a bit longer. Though one has to wonder the reason to hold
a record if no one is there to challenge you.
Ah, solitude.
You never seem to realize how much you dislike a series till its best
is thrown at you and still manages to disappoint. A plethora of ideas
were all obviously strewn about, but the inability to realize the
potential was the leading handicap going into this one. I personally
never cared for the original Donkey Kong and twenty some odd years
later it isn’t faring any better. Even the inclusion of Luigi and a
co-operative feature might have given this mediocre title some life.
Figures every time the green plumber is really needed he is nowhere to
be found.
Conclusion? Mario vs. Donkey Kong is a short, flawed package with
infrequent redeemable factors. Perhaps resurrected classics really have
no place in the ever changing realm of gaming anymore.
Only time will tell.