
M & M's Break Em Nintendo DS Lite
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When last we heard from Italian developer Frame Studios, they released Princess Natasha: Student Secret Agent Princess on the GBA and DS: an ugly, mediocre beat 'em up. Before that they were butchering classic arcade games like Marble Madness and Paperboy on the GBA for DSI. But long ago, way back in 2003, Frame Studios created an incredibly fun little action puzzler called Gem Smashers for the GBA. In it, the player controlled a ball constantly bouncing around vertically. It was up to the player to avoid hazards with their ball while knocking out colored orbs in order to exit each level safely. Fortunately, after a slew of forgettable games, Frame Studios has returned to that formula for an M&Ms-branded version of Gem Smashers. Unfortunately, the developers seem to have lost a lot of the magic that made Gem Smashers work as well.
In M&Ms: Break 'Em, the player controls (you guessed it) a bouncing orb that pinballs vertically off objects in order to knock out like-colored stationary orbs and find the exit to each level. There's a story here, something about M&Ms space agents tracking down a criminal named Mr. Runch, which doesn't help with the game's first major issue: it has almost nothing to do with M&Ms candy. Granted, there isn't exactly a well-developed M&Ms backstory, but aside from a distracting cartoon character on the right of the top screen, and a massive candy image on the bottom, this game has nothing to do with that candy-coated brand. Everything takes place underwater or in forests, and even the anthropomorphic orbs that need to be cleared out in each level aren't M&Ms. The playable orb does appear to be a piece of chocolate-coated goodness, but the developers rotate the sprite so constantly that it more resembles a mushy pile of pixels.
So, the game barely touches the license. But is it fun? It is, but it's nowhere near the polished effort that Gem Smashers was. The gameplay itself is still a nice blend of casual controls and deeper gameplay mechanics. To control their candy, the player only has to worry about moving left or right on the +control pad. To complete each level, though, they must bump into color pots to change their color, then knock out all like-colored orbs, collecting powerups and avoiding skull tiles until the exit door pops open and can be accessed. Powerups (some negative) cause the candy to speed up, slow down or temporarily reverse controls. Because the player can't ever stop their candy, things can get pretty crazy at times. Strategy comes into play frequently, like cutting a bounce short by ricocheting off a floating tile or sliding across multiple orbs in one bounce to save time. In later levels, color pots are frequently hidden behind orbs, forcing the player to go after specific colors in a specific order. A level timer is always counting down at the right of the screen, but it's hard to play so badly that it matters.
Boss battles make a welcome appearance every 10 to 15 stages and really break up the monotony of the main game. In these battles, the player controls their candy the same way, but must bounce against oversized bosses at strategic moments in order to weaken and kill them. One example is a creepy angler fish, which can only be hurt by bumping into its lure when it's the same color as the playable candy. There's a little too much repetition in these battles (get ready to fight the same boss over and over), and gi
Review ID: 10000000005165622

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