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They’re always in an out-of-the-way place, and fetching some of them practically guarantees that you’ll lose at least one marble. Additionally, each of the main 45 fields hides a hidden green gem. You can get a gold or silver trophy if you move with enough hustle, so you may very well find yourself replaying a lot of the later challenges. Though you can take as long as you want to complete a given stage, there are times to beat in each and every one. The checkpoints are definitely a welcome feature, but they don’t mean you can breeze through the stages without paying attention. Then when you go hurtling to your death, you don’t have to do everything all over again. Getting from start to finish in one piece is sometimes almost impossible, so a few of the more expansive areas let you activate special seals. Such instances don’t arise frequently, and they’re mostly limited to the final few areas that some players may never even see, but they frustrate just the same.Īround the time you make your way into the fourth zone, there are so many twisting slopes and ‘leaps’ of faith that only the most patient of gamers will persevere. When that happens, you might well roll off the edge of a narrow ledge because you couldn’t keep track of your marble the whole time. Some stages are particularly crowded, and you’ll come to places where you must tilt the stage just to see where you’re supposed to go next. This makes everything a bit tense, but there are other issues. Many of the railings that you can rely on in early stages soon vanish altogether, until you’re rolling your marble along catwalks and slopes and bits of cake or even toys and conveyor belts. It’s intuitive in the same way that Super Monkey Ball was, but more instantly accessible thanks to a gentler learning curve. Just turning your wrist slightly will cause your marble to roll in the appropriate direction. Suppose you’re coming up on a fork in the path. The Wii Remote lets you instantly tilt the playing field in the corresponding direction. There are only four settings in the main adventure-a fifth is just one of those first four with colors inverted-but that doesn’t matter you’ll hardly notice because you’ll be too busy trying to avoid premature death. Kororinpa’s stages are suspended high above various landscapes. In two levels, you must avoid mobile rays of fatal energy, but otherwise death comes from bottomless pits. Patches of ice are more noteworthy since they can send you spinning off a rail-free ledge or through a dangerous hole. A giant pair of scissors snips rhythmically and you have to slide through when there’s an opening, or you’ll roll into a bit of goop and it slows your progression. Typically, hazards aren’t dangerous in and of themselves. After that, things grow increasingly complex. While Super Monkey Ball was content to toss you up against extremely brief stages, Kororinpa: Marble Madness only does that once. Once that’s all out of the way, the adventure is mostly complete.įortunately, said stages are quite interesting. You must complete 45 stages and their mirrored selves, as well as 15 special areas. Anything beyond that exists merely for the sake of variety. The basic idea behind Kororinpa is that you’re rolling a marble through a maze, collecting gems on your way to the exit. Though it’s not the most dazzling game on the market and doesn’t offer as extensive an experience as some of its competition, Kororinpa is still a worthwhile product with a price tag that won’t make you cringe.
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Often, a lack of fanfare in the crowded game industry means a publisher is anxious to sneak a title out to retail and maybe sell a few copies before people realize it’s bad, but that’s not the case here. Kororinpa: Marble Mania was announced not very long ago at a Konami press event, and already it’s on store shelves. It’s intuitive in the same way that Super Monkey Ball was, but more instantly accessible thanks to a gentler learning curve." "The Wii Remote lets you instantly tilt the playing field in the corresponding direction.