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  • Mario Vs. Donkey Kong Review – Silly Gorilla, Mini-Marios Are For Kids
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Mario Vs. Donkey Kong Review – Silly Gorilla, Mini-Marios Are For Kids

Mario Vs. Donkey Kong Review - Silly Gorilla, Mini-Marios Are For Kids
February 14, 2024 2 min read
Mario Vs. Donkey Kong Review – Silly Gorilla, Mini-Marios Are For Kids

Mario Vs. Donkey Kong Review - Silly Gorilla, Mini-Marios Are For Kids

The original Mario Vs. Donkey Kong on Game Boy Advance was a victim of its own success. A successor to the stellar and underrated Game Boy version of Donkey Kong, it brought back many of the same puzzle-platforming mechanics with adorable mini-Mario toys serving as stage collectibles and story MacGuffins. But the minis ultimately became the stars of the sub-series and took over its identity. We’ve received a steady stream of Lemmings-like spin-offs since then, centered mostly around guiding minis through trap-filled stages. While those games were charming enough, they never quite recaptured the magic of Donkey Kong on Game Boy or Mario Vs. Donkey Kong on GBA. Thanks to a combination of quality-of-life improvements and visual flair that showcase what made those older games special, this Switch remake gives that original design ethos a new lease on life.

The minis are the impetus for the story, though, which begins when Donkey Kong spots the little clockwork toys and gets an insatiable appetite for them. He invades the Mario toy factory and steals all he can get his mitts on, and Mario–apparently concerned about his licensed merch–chases after the ape to recover them. Donkey Kong isn’t the villain, per se, but more like a childlike, not-too-bright antagonist in an old cereal commercial.

The puzzle-platforming stages have Mario traversing through a series of traps and enemies to reach a mini-Mario in a vending capsule. You can collect a series of colored packages, carefully tucked away in hard-to-reach places, as a bonus in each stage. Once you’ve completed a series of six themed stages recovering the minis, there’s a follow-the-leader stage where you guide them to the exit, attempting not to lose any along the way, and having them collect alphabet blocks (spelling “TOY,” naturally). Then there’s a boss stage against Donkey Kong, and the more minis you successfully guided in the previous stage, the more pips of health you have for the battle. Rinse, repeat. It’s a nice little loop that allows each stage’s goals to feed into the others.

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