Bird Mania 3D is significant in a few ways. Firstly, it’s the first Nintendo eShop game to be retailed at $2 USD. The game also signifies developer Teyon’s entrance into the eShop marketplace. However, the more interesting event that the game signifies is that it’s the 3DS’s first game that anyone could pick-up-and-play without any previous knowledge and still enjoy.
Anyway, onto the main meat of the game; the actual game part. The controls are extremely simple; move Mojo up and down with the stylus and use any of the shoulder buttons for dashing. The player can also use the circle pad and X + B buttons to control Mojo, but stylus control is highly recommended as it provides the necessary precise movement that the game demands at high speeds. The player is thrown into a randomly-generated assortment of auto-scrolling trees, bushes and enemies that Mojo must avoid and use to the player’s advantage. If Mojo hits an enemy bird while flying at normal speeds, he will instantly die and be forced to start a new run. However, if Mojo dashes into an enemy bird, the player receives a multiplier that will increase the amount of points collecting stars and popping balloons will give the player according to the current multiplication modifier.
Using dashing effectively, the player can get some truly stunning multipliers if they play it right and have fast enough reflexes. However, dashing through a bee will set the multiplication modifier to zero, so bees are best avoided entirely. If Mojo hits any of the green, branchy parts of the tree he also instantly dies (Maybe the tree trunks in this universe are made of paper-mache?). If viewers couldn’t tell, this game very much wants Mojo dead, but the cruelty is used effectively as it makes the oncoming obstacles almost suspenseful, which creates an ever-present tension.
While it all fits together well, there’s a small problem that anyone will notice if they play for more than 20 minutes; the random generation really just chooses from a list of pre-made level segments. This especially becomes a problem when you realize that there are only about a dozen segments and very few types of enemies and obstacles, leading to seeing a lot of the same content (barring enemy locations and balloon positioning, which are still extremely fixed in the segments) over and over within the same run. If you’re not bothered by this technique in games like Cannabalt and its clones, then this won’t bother you, but to me this feels a bit cheap and I just can’t get over it. Even while the experience is solid, it feels like there should be just a few more of everything in the game, and that feeling isn’t easily avoidable when noticed. Whether you want to call this cheap or not using the game’s full potential is up to you, but to me it feels slightly cheap.


You know what? I might just get this if it comes down to Australia. It's so cheap, and yet looks good for short bursts of fun.
Great review, Mr. Ninja!
Thanks! I do highly recommend the game if it's to be played in short bursts and expectations are set low, but for everyone else it's not an essential or even noteworthy game.