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We have collected 6 reviews of the Mario vs. Donkey Kong : Mini-land Mayhem. Experts rate Mario vs. Donkey Kong : Mini-land Mayhem 7.7/10. Reviewsor.com helps you find reviews, best prices, user reviews of the Mario vs. Donkey Kong : Mini-land Mayhem and DS games.
The grand opening of the Mini-Land amusement park is set to be a monumental day. The sun is high in a cloudless sky, the roller coasters are glistening with fresh WD40 and pesky Bowser is nowhere to be seen. To really make it a day to remember, Mario invites his girlfriend Pauline along as the guest of honour. Pauline? While this floozy might have been on the scene back when he was still known as Jumpman, that doesn't excuse the fact that our Italian plumber is courting Peach these days. Inviting his old flame as an honorary guest is one thing, but Mario really takes the biscuit when he decides to give out dolls of her to Mini-Land's first 100 customers. Rub it in Peach's face why don't you. Anyway - Mario's questionable morals aside - it's all set to be a stonking day. Things go swimmingly right up until the 101st customer rolls up: Donkey Kong, no less. After queuing for all that time, he's not too chuffed about being jipped of a doll and, in a haze of anger, decides to take the next best thing: Pauline herself. Karma's a bitch, eh Mario?
The original rivalry has been revived and it’s up to the player to help Mario save Pauline from the clutches of Donkey Kong once again. The mustachioed plumber usually has played the role of the hero in the past and once again takes the spotlight with his army of mini-Marios. In my case, I’d rather play the role of Donkey Kong snatching the damsel away and keeping Mario away, but alas, that isn’t what is offered in Mario vs. Donkey Kong: Mini-Land Mayhem. What Mini-Land Mayhem does well is continue to introduce new puzzle-solving elements in succession throughout the stages. Starting out with the red girders and eventually learning how to implement blue ladders, the obstacles are often easy to solve and overcome. At the very least, they are satisfying, so figuring out that one green pipe needed to be deactivated while another needed to be active for mini-Toad to reach his exit door was a worthwhile experience. In total, there are eight levels with eight levels within them before a boss battle (against Donkey Kong, of course) is met. Each level has collectibles such as letters that spell out mini-Mario to unlock a mini-game, gold coins, and a few useable items such as hammers to hit Circus Kong (toy Donkey Kong) and other gorilla robots out of the way.
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Although the Mario vs. Donkey-Kong series could definitely use some shaking up, Mini-Land Mayhem is a solid addition for anyone's DS library -- just don't expect a game leaps and bounds over previous series installments. Like previous titles in the portable Mario vs. Donkey Kong series, the aim of Mini-Land Mayhem adheres strictly to puzzles and planning by way of Mario's little wind-up "Mini" action-figures. This time around, Mario and Pauline are celebrating the opening of their brand new theme park with early visitors getting a special-edition "Mini-Pauline" toy. As if on cue, Donkey Kong shows up just in time to miss the promotion, throws a huge fit when he doesn't get his hands on a toy, and kidnaps the actual Pauline. Like the last two titles in the series, you control Mario's Mini toys rather than the famous plumber himself, progressing through dozens of trap filled levels. There's still a lot of charm and ingenuity in using the DS touch-screen and stylus to manipulate the environment. Lengthening girders, dragging ladders, and activating pipes are just a few of the things you must do to keep the Mini-Marios, Mini-Toads, Mini-Peaches, and Mini-DKs from breaking, and the added challenge of grabbing collectables makes simple tasks moderately difficult.
Mario may have bigger adversaries to tussle with these days, but sometimes, age-old conflicts can't be put to rest quite so easily. Aside from giving the mustachioed Italian plumber a shot at getting some payback and settling an old score with his original flaming-barrel-chucking ape nemesis, the Mario vs. Donkey Kong franchise provided an interesting break from the status quo for Mario and pals. Since it transitioned from the Game Boy Advance to the DS in 2006, the strategic puzzle-oriented gameplay revolving around safely guiding mini versions of Mario and his buds through obstacle-course levels hasn't changed much from one entry to the next. The fourth game in the spin-off series, Mario vs. Donkey Kong: Mini-Land Mayhem, sticks to the formula its predecessors laid out pretty closely. A few minor changes woven into the puzzle mechanics and solid online extras are certainly additions that boost the core fun to be found here, and it's just enough to entice players who've puzzled though previous rounds of mini-Mario babysitting to have another go. The bare-bones story setup in Mini-Land Mayhem is so close to the past few games that it's essentially the same plot with only a minor variation or two.
That rat bastard Donkey Kong is at it again. He just can't seem to leave poor Pauline alone! Time and again since 1981, Donkey Kong has made it his business to ruin Mario's day by stealing... someone and forcing the mustachioed plumber into another daring rescue mission. What did Mario do to piss him off so bad? Since Mario Vs. Donkey Kong on the Game Boy Advance, the two have had a slightly miniature rivalry. Each Mario Vs. DK title has appeared on Nintendo's handheld platforms with gameplay focusing more on managing mini-Marios and less on actual platforming. You might never have guessed that micromanagement would have appeared on Mario's resume, but here it is again. Mini-Land Mayhem follows the trend of giving the player direct control over the landscape the minis are roaming over. As you progress through each chapter, new Lemming-like methods of getting your mini-Marios from point A to point B are revealed. Each time a new puzzle element is introduced to the player, Mini-Land Mayhem makes sure to let players get their feet wet before forcing them to jump right in. In the beginning, the player is only responsible for stretching girders from point to point.
Mario and Donkey Kong have been having it out for almost 30 years now and, thankfully, the two don't appear to be anywhere close to settling their differences. The rivalry has made for some of the most delightful handheld puzzle games over the years, a tradition that continues with Mario vs. Donkey Kong: Mini-land Mayhem. This is one of the best DS games of the year. It's not at all a departure from previous entries in the series and essentially provides more of the same, but I'm not going to complain about more of a good thing. Donkey Kong has made off with Mario's girlfriend, Pauline, again. Remember, Donkey Kong Mario dates Pauline, while Super Mario Bros. Mario dates Princess Peach. Think of it like those pilots that have different wives in different cities. Anyway, Mario is out to get his girl back and he'll need the help of the Mini Mario toys to do it. Your objective in every level is the same: get the Mini Marios to the exit door. You don't take direct control of the toys. Instead, you set them in motion and must provide safe passage for the little guys using your stylus. It's sort of a simplified version of the classic game Lemmings.
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