Like its predecessor, Mini-Land Mayhem introduces a new theme and mechanic for each of its eight worlds. Unfortunately, most of these mechanics aren't very interesting; the whole game leans pretty heavily on the first world's beam-placing elements, and the conveyor belts are the only other pieces that can really measure up to that. Hell, several of the puzzle elements are barely used, even in their worlds of origin.

Unlike March of the Minis, this MvDK installment doesn't have much of a sliding scale of success in each level; you have to rescue all the Minis, or you fail. In the game's more intricate later levels, this supports a satisfying difficulty level -- but since most of it is pretty easy, this generally makes the puzzles feel narrow and dull. The only dimension of freedom is collecting extra coins - which I guess are used in the Construction Zone? - and face cards in each level. Collectibles? Ehhh.

Mini-Land Mayhem isn't a bad puzzle game. The Lemmings-lite formula still feels relatively unique, and overall the design is pretty good. But too many of the puzzles feel watered down. There is a New Game Plus mode that adds Minis to each level, which I suppose would offer some more challenge, but I don't really have any compulsion to play through these levels a second time.

Better than: Exit DS
Not as good as: Mario vs. Donkey Kong 2: March of the Minis
I guess this is: pretty much the same as Mario vs. Donkey Kong: Minis March Again?

Progress: Finished the first playthrough, got all the bonus cards

Rating: Meh