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Review: Kororinpa - Marble Madness with direct control
Radioactive IT
Review: Kororinpa - Marble Madness with direct control | Review: Kororinpa - Marble Madness with direct control |
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| by Mike Bantick | ||||||||||||||||
| Sunday, 01 April 2007 | ||||||||||||||||
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As many classic games before it Kororinpa has a simple game mechanic. Guide your marble through the maze collecting all orange/red crystals and bonus green crystals before hitting the exit point. Control of the marble is maintained by tilting the Wii-mote as if it was the maze-board; so tilting the controller forward causes the marble to roll forward down hill. The maze-board is rendered in 3D, and can requires some crazy tilting or jiggling to get the marble going in the right direction. ![]() Surprisingly the camera for the game does not get hindered by this 3D maze with the game able to give close sections the required amount of transparency when required. Sometimes there is a sense of disorientation, especially when trying to jiggle the marble sideways onto an unseen platform below, but the occasional miss is not frustrating, as each level is not overly large by design. There are forty-five levels (plus a mirror mode) for the single player game, with a variety of locations featured, from The Park, through Candyland, Toyland, Night Town and more. Players can unlock different themed marbles and soundtracks to enjoy along the way. Each level also contains many features to liven up the game play, from magnets, conveyor belts, canons, sliding platforms, honey and more. The challenge, although unforgiving, rarely gets high; as such this is a game that can be enjoyed by a wide range of abilities. There is also a split screen two-player competitive mode that is a laugh inducing experience. ![]() Like Wii Sports, Koropinpa is a shining example of what the Nintendo Wii has brought to the gaming public 8/10 {moscomment} |
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