Why, yes, I am reviewing another marble game after already having reviewed two of them recently. I guess during the early days of the Wii's life, everyone had a similar brainwave of “tilt the controller to roll the ball”, hence why they were so prevalent. However, I do at least think that Mercury Meltdown Revolution is worth writing about on its own for a few reasons. For one, it does have some qualities unique to it that I feel make it at least slightly notable. For two, it lies somewhere between the other two marble games I've reviewed quality-wise; it's not aggravating like Banana Blitz was, but can't quite reach the highs of something like Kororinpa.
The main thing that makes it stand out from those previous games is that you're not controlling a solid marble or a monkey trapped inside one, but rather a liquid blob of mercury. Truly, the most obvious innovation to the marble genre was the introduction of one of the most deadly, poisonous metals known to man. It means you're naturally slower and heavier than a regular marble, and also that the shape of the blob naturally morphs to whatever is around it. This also means that the blob can split apart when pressed up against split paths, or can cause drops of it to spill off of platforms. Since the game keeps track of how much mercury you hold onto by the end of a stage, that means the challenge comes more from careful navigation and puzzle solving rather than finding shortcuts to get to the end as fast as possible.
It's when the game zeroes in on the puzzle aspect that I think the game is at its best. The levels tend to be full of mechanical devices, including ones that change the color of your blob, ones that change the blob's temperature to make it easier or harder to break apart, magnets that attract or repel your blob, and so on and so forth. With the color of the blob specifically, you'll often find switches and doors that require the blob be a certain color to use them, sometimes involving intentionally splitting the blob in different sequences in order to mix different colors together. Obviously these increase in complexity with each world you complete, and by the end you'll encounter some real brainteasers with finding the optimal route to make sure all the mercury reaches the goal. It's brought together with visuals that are basic but serve the gameplay functionality well, as well as a surprisingly eclectic soundtrack that shifts wildly in genre and tone.
However, for every well thought out and interesting level, there are others that end up being really tedious or simply frustrating. There are some level gimmicks that aren't that fun to begin with, and end up really overstaying their welcome as they get reused. One example is a recurring enemy just named Stan, which is admittedly pretty funny, but every level with him involves simply blocking his pathway at certain times as he slowly inches his way towards switches only he can use, and it gets to be boring. Also, because you always have to deal with the physics of the mercury blob, that means whether or not you complete a level often depends on the whims of an indifferent universe. You can already have the solution to a level long figured out, only to have to retry again and again just to get one single part of the level working like how you'd expect it to.
\There are some minigames to play, which you unlock gradually by completing enough levels. There's one where you have to resist being pushed off the stage, a racing mode, a match-three puzzle game, a shuffleboard game and one where you paint the floor of the stage. None of them are that involved, but they prove to be effective breaks from the main game if you ever get stuck on a level. What perplexes me, though, is that none of these minigames have the option for multiplayer. Not only do all the games feel like they could easily function with multiplayer, but it's even listed as “party games” on the menu, which I'd think would imply that they have multiplayer, so I don't know what gives there.
Mercury Meltdown Revolution has a solid foundation at its core and is often decent at what it does, but it tends to get dragged down by occasionally boring level design and unclear programming. It by all accounts, is simply a decent video game that exists, and sometimes you don't really need much more than that. Honestly, what's more interesting to me is how oddly pervasive this game is. More than a few people have said that it was one of the first Wii games they ever played, and it often popped up in stores you wouldn't expect to see video games at. In that sense, it's fascinating to me from a historical standpoint, how even an unmemorable game can still come away with its own footnote, however small that footnote may be.