North America

Sushi Go Round

by Andy Goergen - May 2, 2010, 6:08 pm PDT
Total comments: 4


This sushi bar simulator doesn’t quite roll up.

Sushi Go Round is a new title by Miniclip which lets players live out their fantasy of running a sushi bar. The main story mode opens with a character wanting to earn the love of a girl by opening a sushi restaurant. As the boy, you run the sushi bar by quickly completing various sushi rolls for customers sitting at the bar. Up to six customers will be ordering from your menu, and it is up to you as sushi chef to assemble rolls from various ingredients and pass them along to your customers. As you roll up sushi, you will use up ingredients and need to order more with a quick phone call. Each stage has a financial goal you need to meet, so you will need to be careful to not order extra ingredients unless you absolutely need them.

As the story mode progresses, the pace of the gameplay will get more and more frantic, with customers getting less patient while waiting for you to serve them sushi. The game shares a style with Diner Dash, asking you to use the remote to click across the screen as quickly as you can to achieve as high a score as possible. The problem is that the game is in no way optimized for the Wii Remote, only using motion sensing in an annoying “shake to roll sushi” control mechanic that you’ll be using every few seconds. After you play the game for more than twenty minutes, your arm will get sore from all of the “rolling” you’ll use the remote to do.

Sushi Go Round also fails to properly utilize the Wii Remote's pointer. The entire game uses the pointer for selecting ingredients, picking up dirty plates, ordering more food, and menu options. It disregards the D-pad entirely, except for the ability to quickly page through your recipe book. The lack of a D-pad option is disappointing, because although using the pointer is functional, it leaves a lot to be desired. There are other issues, however, such as a single press of the “A” Button occasionally registering as two presses. This selects two ingredients, completely ruining whatever sushi roll you’re currently working on.

There is a large selection of modes, but unfortunately none of them really change the core gameplay at all. There’s an endless mode which simply lets you play the game with no real goal or ability to fail. The Time Attack mode lets you play through a set time limit, earning as much money as possible. Endurance mode lets you play the game until a customer gets upset and leaves before their food arrives. Forbidden mode is similar to endless mode, except you are forbidden from making two specific sushi rolls, so if any customers request them you must ignore their request. Puzzle mode lets you play through preset groups of customers. All of these modes are the same in that they just give you new goals or restrictions for the traditional game. The gameplay remains the same: click on sushi ingredients, shake the remote to roll sushi, rinse and repeat.

Sushi Go Round is very unpolished in terms of presentation. A lack of widescreen support, very little variation in game audio, and visuals that are virtually identical to the DS version are just a few reasons the game feels like it was rushed out the door without much care given to “the little things”. There is a multiplayer mode, but there’s no ability to switch up the type of multiplayer games.

With a game like Sushi Go Round, enjoyment of the overall product boils down to enjoyment of the core game, which unfortunately doesn't hold up at all. The unreliability of the button detection and the repetitive shaking of the Wii Remote will have most players fed up sooner rather than later. The addition of multiplayer support is nice, but feels superfluous in a game that has so little to offer.


Graphics Sound Control Gameplay Lastability Final
4.5 4 4.5 6 6 4.5

The game lacks widescreen support, has very low quality sprites for the customers, and the only variety during the story mode is different backgrounds every 8 or so levels.


The music is pretty irritating, and the occasional sound biyte of someone yelling out a sushi-related word doesn’t add anything at all.


Requiring the pointer for selecting ingredients is an unfortunate choice, as the D-pad would have been a nice alternative. Mapping a button press to “Shake remote” is not a welcome addition to the control scheme.


Having a wide selection of gameplay modes is nice, but when all of those modes play almost exactly the same, it seems a bit redundant. The story mode puts up a good challenge after the first hour.


There’s plenty to do if you want to explore all of the modes, but the core gameplay mechanic just doesn’t hold up to hours of gameplay.


The gameplay shows promise, but after a few hours you will be tired of rolling the same sushi rolls and swearing at somewhat unreliable controls.


  • Lots of game modes
  • Multiplayer support
  • Mediocre use of motion control
  • Poor production values
Review Page 2: Conclusion


ShyGuyMay 02, 2010

I stake this review as the one true thread and the other as an impostor!

The other one's for the DS version.  I reviewed both.

ShyGuyMay 03, 2010


Mop it upMay 03, 2010

Another example of the benefits of reading the front page... and the review text...

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Genre Puzzle
Developer SouthPeak Interactive
Players1 - 2

Worldwide Releases

na: Sushi Go Round
Release Mar 30, 2010
PublisherSouthPeak Interactive

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