As wonderful as the DS' software line-up is, you can't help but get slightly irked when game designers feel the need to make touch-screen based games just because.
Case in point: Mario Vs. Donkey Kong 2. Did it really need to be a touch screen game in order to succeed? Or more to the point, did this game need to be marketed as a sequel to the original to get people's attention? Either way, it's a strange decision, mainly because a) a game that followed on from the GBA original would have done well, and b) plenty of new brands (or brand offshoots) have sold extremely well. People have every right to feel a little disgruntled.
The Mario vs. Donkey Kong we knew and loved on GBA was, undoubtedly, one of the finest showcases of retro design brilliance seen in recent years. It effortlessly took the brand back to the early '80s arcade roots, pairing Mario (a.k.a. Jumpman) against the ruthless Donkey Kong in a series of fiendishly designed platforming levels that provided a welcome taste of what we'd been missing for more than two decades. It was like Donkey Kong Country never happened.