Mario vs Donkey Kong review: a good (not great) glow up

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Mario vs Donkey Kong gives the 2004 original a complete graphical makeover, complete with new modes and levels. (Image: Nintendo)
Mario vs Donkey Kong gives the 2004 original a complete graphical makeover, complete with new modes and levels. (Image: Nintendo)

If ever there was proof that the Nintendo Switch is soon to be no longer for this world, you only need to look at 2024’s release calendar.

The house of Super Mario is most definitely relying on remakes and remasters a bit more than usual to see it through until its next big thing – aside from one Princess Peach-shaped exception, anyway – and Mario Vs Donkey Kong is the first of this ilk out of the gate. Fortunately, this souped-up reimagining of one of the moustachioed plumber’s more niche sub-franchises is an absolute delight, delivering on the original Game Boy Advance title’s puzzle platforming magic in spades, alongside some beautiful new visuals and added modes. All of this easily makes this remake the new definitive version, even if the overall execution feels a bit too safe.

Unlike Mario’s more profound 2D outings, it’ll strike those unfamiliar with the Mario Vs Donkey Kong series as odd that the emphasis here isn’t on jumping… at least not really. Sure, you’ll still drop down through platforms to grab key items, hop on enemies to incapacitate them, and hit question blocks, but here it’s all in the aid of completing multiple worlds’ worth of tightly knit and meticulously designed puzzle boxes to rescue an endless pile of mini-Mario toys stolen by the titular ape. It’s a different platforming language; one that allows both the player and Mario himself to stretch different types of muscles than they would typically.

Mario vs Donkey Kong review: a good (not great) glow up eidqiqztidddinvBoss fights against Donkey Kong punctuate each of the eight worlds and are a particular highlight. (Nintendo)

Every world consists of six main levels, each divided into two main sections that form the crux of gameplay. The first sees you puzzle and platform your way through to a key needed to unlock a door, which when opened reveals the second section where you must again find the ideal route and traversal method to best save the series of stranded mini-Mario toys. Sometimes this might mean flicking between colour switches to access certain pathways, dodging spikes, or bringing a bomb over to a certain area so you can blow it up and reach the goal. This mixture of different challenges makes for a unique Mario move set that’s always fun to see him pull off.

It's a shame, then, that there’s never any real difficulty to proceedings. Because, sure, while new kinds of obstacles and threats are slowly introduced over time in each of the eight worlds, once you nail down such control quirks as how to handstand (needed to prevent damage from falling objects) and the spring jump, it’s simply a case of getting the key to the door, reaching that level’s mini-Mario, then rinse and repeat. On a dedicated handheld such as the Game Boy Advance, this sheer simplicity makes sense since it’s ideal for playing in short bursts. On the Nintendo Switch, though? I managed to complete all eight worlds over a couple of days.

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Switches and ladders

Admittedly, two bonus levels punctuate each world – and they do help to see you leave them on a high note. Having to guide all the mini-Marios you’ve saved into a treasure chest brings a new Pikmin-like strategy into the fold, while the following boss fights against Donkey Kong are fun yet rather quaint by today’s standards. This is even in the Mario Vs Donkey Kong remake’s two new worlds – Merry Mini-Land and Slippery Summit – where there was an opportunity to provide a bit more challenge. Both slot neatly into the existing lineup of locations, at least, nicely adhering to the existing pool of puzzle platforming levels that have been brought up to date using the new visuals.

Speaking of which, and this is very much to my tastes, the art style Nintendo has opted to go for with this remake is a tad simple. While the original 2004 Mario Vs Donkey Kong still looks distinct today due to how it was forced to adapt to the handheld tech at the time, here we simply get a return to the New Super Mario Bros aesthetic, with locations and character models (aside from Mario) lacking a lot of life. It pales in comparison to the bucketload of new personalities introduced to the Mushroom Kingdom just last year courtesy of Super Mario Bros Wonder. Put simply, the new graphics just about get the job done. Easily the best upgrade in terms of looks is the new fully rendered cut scenes. Even then, though, they’re few and far between, and you’ll only watch them fleetingly.

Mario vs Donkey Kong review: a good (not great) glow upCertain levels let you quickly dispatch obstacles and enemies with the classic hammer pickup. (Nintendo)

The other big new addition is the handful of Expert levels you unlock after finishing the brief campaign. Labelling them “Expert” is a bit of a stretch, mind you, as they never really challenged or stumped me any more so than the main eight worlds. Still, they’re a nice addition for veteran players seeking a reason to return outside of just a significant graphical overhaul. Far more successful is the inclusion of a local multiplayer mode for the very first time, where one person plays Mario and the other plays Toad, passing keys to and from one another. There being two keys rather than the standard one complicates matters and had me and my partner bickering in that way only a couch-co-op mode can.

The Mario Vs Donkey Kong remake does everything it sets out to do, certainly. Still, it ultimately struggles to ever fully obscure its origins as a handheld game first and foremost – alongside the simple design drawbacks that go along with that. That said, seeing the legacy of 1981’s original Donkey Kong stay alive in this way is nice. If Nintendo has plans to see the Mario Vs Donkey Kong franchise continue, I hope they have more than a relatively by-the-numbers remake in store for the future. It’s a perfectly nice way to experience a Game Boy Advance gem complete with a few new extras, provided you’re not expecting anything particularly ground-breaking going in.

Aaron Potter

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