Monkey Go Happy Adventure

Monkey Go Happy Adventure

The Monkey Go Happy game series caters to a very specific kind of browser-based players, and is a one of the most widely spread games in the platform. In many ways, it has all the key hallmarks of as traditional flash game -from the animation, to the gameplay, and even the overall feel and delivery. While there is no need to play any of the previous MGH games before jumping into this Adventure, it is easier to appreciate and feel inclined to play this point and click puzzler if you are already familiar with the monkey mascot. Otherwise, the game lacks any form of compelling narrative to get new players to try -other than sheer curiosity or want to play a point and click game.

Point and Click -Literally

For those who have not played other point and click games, here is a quick primer: you point, you click, finished. Well, that is an oversimplification. But it really is the generally way to play. At each area you go to, you click around to see if you can trigger anything: pick up an item, move an object, open a patch, make an NPC, use an item, or whatever context sensitive action will happen that will push the game forward.

Clicking on pathways or directional buttons on the edges of the screen will allow you to move around the different locations. As a general rule of thumb, each location will have at least one puzzle worth solving (it is rare that a location is simply there for scenery). Of course, just because you solved one puzzle, it does not mean that there is nothing else left. Click around and experiment because that will allow you to do different things (like the well -which can actually be used with two different items).

If you ever feel stuck or unable to proceed, do not underestimate the power of clicking all over the screen. Even seemingly non-interactive background objects may be triggered -in the case of Monkey Go Happy Adventures, pushing aside some bushes will help you find some gold coins. That in itself can be quite tricky as there are no prompts or hints in the game that would lead the player to do so. In some ways, it can be seen as bad game design; though for players who are veterans of the genre, this is more akin to the common sense of the game.

Monkey Go Happy Adventure: Game Play

A Silly Approach

As the title suggest, this is not a serious game. The plot is negligible and you are solving puzzles for the sake of solving them and nothing more. The game is as good as a series of completely different puzzles that have nothing to do with one another. But at the same time, being presented in a point and click adventure format gives the whole thing a sense of seamlessness that is easy to appreciate. As you progress deeper into the game, the puzzles become a little more challenging -starting after you get past the second locked gate. While it is harder to solve stuff without live dialogue prompting you with where to go and what to do, the visual presentation does a half-decent job of compensating.

The game world itself is very nonsensical, so there's a gap between logic and the way that things are laid out. Still, there is not much need to rational design in terms of the way that you encounter the various NPCs. If a dog wants to stand on a well over and an ant refuses to budge without getting a superhero action figure, that is just how this world rolls, no questions asked.

A Novelty for a Spell

There is no need to needlessly linger on this one of many Monkey Go Happy games found on It was designed to be finished in a single quick sitting and that is exactly how players should enjoy it: a quick run of various puzzles and then the satisfaction of having done them. There is no greater reward here other than being able to try new hats and other odd things when you finish the game. But there is nothing to get too obsessed about (completionists will be happy to know that this game is very easy to 100%). If you are looking for a nice point and click game without much fuss, Monkey Go Happy Adventure should be just right for you.

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'Machinarium pushes the boundaries when it comes to what we know about traditional point and click titles. First, it has no dialogue save for a few text tidbits at the start. Its puzzles are confined to a single screen, and it's not afraid to lend a hand when needed. It's different, and it's infinitely more interesting because of it. To sum it up, Machinarium is one of those rare games that brilliantly executes radical ideas.'