No Need To Defend Mushroom Tower Defense
February 12th, 2009 • • Lionel Houde
I enjoy Newgrounds very much for the role it has played in introducing new genres of gaming. As Flash tech has progressed, there have been some great sub-schools introduced for each of NG’s main game themes: defense, puzzle, RPG, shooter, and so on. While it’s inevitable that games borrow from each other, it’s still great to enjoy a game that blends old elements in a new direction.
I didn’t think I’d like Mushroom Tower Defense because
- It whited out my monitor, and
- Involved shrampy-looking mushrooms like my third cousin used to draw in high school.
But MTD introduces alchemic elements into tower building, so that you can discover secret combinations that perform the old RPG standbys: splash, slow, criticals, money stealing, and so on.
While Armor Games’ Gemcraft hybrid towers give you watered-down combo effects, MTD’s give you a whole new ability. Like Gemcraft, if you make towers from the same components, their powers are focused along a single purpose. In MTD, a mushroom that has the same elements can do up to double damage against a certain type of elemental enemy. While this is important in fending off dozens of waves over time, it’s not really that exciting a game concept in the short run.
What does make MTD worth playing are the customizable elements of each tower and the oversized playing fields. Though it’s a little bit of a chore dragging over the whole playing field to set up, a la Plurk, it’s nice not to have yet another gaming universe crammed into one small screen.
As for upgrading, you can pay for only one type: elements (fire, thunder, earth, air and water). Other attachable accessories, which you have to earn at random, have unique effects that you can tack on to any tower. Some will better combine with others; for example, a Slow tower can have its effect endurance increased, while a pure elemental tower won’t be affected by such an accessory. You will also be able to pay money to upgrade each tower’s level, which reduces firing time and increases damage and range.
One of the coolest original features is that you can pay money (earned from defeating monsters) to clear the terrain for extra towers. In the first level, you can pay $75 for every tree that you want to chop down.
I’ve just discovered MTD tonight, but it’s a richly balanced, easy-going defense game. I’m looking forward to purchasing the permanent powerups offered on the world map.
Gameplay: A-. With an option to adjust the speed to three levels, the ability to move to the areas you need without getting beaten silly, and the fun of discovering different unit types, everything meshes well for M:TD. The money curve isn’t Scroogey in the beginning, either.
Graphics: C+. A little simplistic and grade-schooly, but they never get in the way of the gameplay.
Sound/Music: B. Pretty relaxing, and not obnoxious. Nothing especially memorable, but nothing that makes you want to stop playing and do real work.
Replay Value: B+. Getting all the permanent powerups will take some time.
Originality: B. Yet another defense game, true, but a smooth re-stacking of the defense game platform, with a few original elements on top for added flavor.
Overall: B+. It won’t reshape the world, but it will encourage you to battle 45 waves at a time, for starters.
Mushroom Tower Defense can be found at http://www.newgrounds.com/portal/view/481618.


