Day acquired: 5.20.2011
Day completed: 6.7.2011
Thoughts: This game marks the third entry in the series which began on the gameboy advance. I remember playing that first game and thought it was great, but never bought another game in the series until I found a good price on a used copy of Mini-Land Mayhem at Best Buy.
It's been so long since I played the original GBA title, I had to watch youtube videos to remember it. I thought that the minis had been in the series since the get-go, but that's innacurate. In a very un-Nintendo like way, the series has actually changed drastically in every iteration. In the original game, it was basically a direct sequal to Donkey Kong. You have complete control over Mario and are solving puzzles by dropping fruit on enemies, jumping to vines, etc. In the first game for the DS, the minis have center stage, and the game has taken more of a Lemmings turn. You have complete control over each mini, you can stop them and move them with the stylus. MLM embraces the lemmings formula even more, eschewing the control you had over the characters before. Now you can only start them moving with the stylus, for everything else you must manipulate the environment. Every level introduces a new puzzle element such as Warp pipes, gravity zones, springs and moving platforms. Unfortunately, while each world focuses on whatever new element it introduces, by the time you move onto the next world, the previous elements are forgotten and you use on the new element.
Pros: The game is suprisingly compelling. It's not the deepest experience, but Kept wanting to pick it up and play the next few stages. The Boss Battles are generally fun, and the final battle is difficult.
Cons: Unfortunately by simplifying the controls, the game becomes a little too simple. There's usually very little challenge to solve the puzzles, what challenge there is often comes from collecting all the items in the level, but even that I was able to do more times than not. I played through the whole game in a day (granted I was on a plane to Chicago for most of it, so I had a lot of time) The game tries to compensate for this by having you play through the game a second time in a 'remixed' fashion. The only change though, is that now when you guide your little minis to the door you're trying to unlock, it has to be in a specific order. In the first go around it didn't matter what order they went into the door as long as no more than 5 seconds pass between characters walking through the door. It adds some challenge, but not enough. I didn't consider the game completed until I finished the second gothrough, but that's mainly because I didn't feel like I earned that victory, it as too quick.
Final Thoughts: I wouldn't spend a lot of money on this. Pick it up cheap, it's fun enough for the couple days it takes you to beat it. What this game has really done is make me want to go back to the original Mario vs Donkeykong and finish that...
