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Mario vs. Donkey Kong

Mark: In many ways, Vs. apes the original Game Boy Donkey Kong (a great game that still deserves attention, by the way), combining traditional platforming with a puzzlelike setup to each stage.

Unlike its predecessor, however, certain elements of this Kong come up a bit short. Controls are solid and dependable but don’t quite reach the usual Mario level of spot-on responsiveness, and many of your more interesting moves (handstand, using hammers, spinning on gymnastics-style horizontal bars) are only rarely necessary. Visually, the game is colorful and sharp, but with a simple, pre-rendered look that can appear spartan and cold.

Thankfully, the core gameplay works well. Figuring out exactly how to approach a stage—which route to take, how to get the key, which switches to flip in what order—is as fun as dodging bullets and tossing enemies. The Lemmings-style (Super Nintendo) levels are especially fun, in which you protect a group or single “mini Mario” while guiding them to a goal (see below). But the more enjoyable stages don’t really show up until the second half of the game; earlier levels are too easy, too hard, or (most often) far too short. More and bigger levels that combined and explored the various moves and game mechanics you don’t see enough of would’ve gone a long way. A good time killer, even if it doesn’t quite live up to its potential or famous namesakes.

Demian: Silly Donkey Kong, windup Mario toys are for kids. And that’s all the backstory needed or given in this latest riff on Mario-style 2D run-and-jump gameplay. While the moving platforms, spiky and/or fiery deaths, and mean Shy Guys will be instantly familiar to Mario fans, the relatively tiny Vs. stages are self-contained puzzles rather than sprawling playgrounds, demanding mental acrobatics and split-second reaction times. But Mark’s right about the controls lacking a certain something; I blame a full 30 percent of my deaths on the fact that, instead of jumping out from a ladder or vine as intended, I’d often plummet straight down.

Mario has a few new tricks (like a falling-block-deflecting handstand to double-jump) along with his classic moves, and there’s a whole lot of gameplay here—thanks in part to the princess-is-in-another-castle-esque twist and unlockable bonus levels. Too bad there isn’t much variety. Most puzzles have only one solution; it would have been nice if players could use their creativity to reach objectives in multiple ways.

GMR—Andrew: Mario Vs. Donkey Kong is a fine example of what good handheld gaming ought to be: nugget-sized entertainment that you can put down just as easily as you pick it up. The short, puzzle-based levels manage to incorporate many different elements (keys, switches, conveyer belts, enemies...) without making things needlessly complicated. A seasoned gamer might find Vs. easy at first, but mastering each stage in an attempt at beating the high score proves much more challenging

Good: Mix of action and puzzles

Bad: Not enough great levels

Don’t: Turn off the game before the credits are over!

Copyright © 2004 Ziff Davis Media Inc. All Rights Reserved. Originally appearing in Electronic Gaming Monthly.






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