Author Topic: REVIEWS: Kororinpa: Marble Mania  (Read 6558 times)

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Offline MegaByte

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REVIEWS: Kororinpa: Marble Mania
« on: April 04, 2007, 03:52:58 PM »
Balls to the wall action.
 http://www.nintendoworldreport.com/reviewArt.cfm?artid=13279

 Inspired by the classic marble rolling game of Labyrinth, Kororinpa: Marble Mania invites players to roll marbles through various mazes and obstacle courses, using the Wii remote to tilt the entire playing field.  Achieving a simple but fun concept, Kororinpa is an enjoyable experience perfectly suited for the Wii’s control scheme.    


Kororinpa plays similarly to Super Monkey Ball: Banana Blitz, but with buttons facing exactly perpendicular to the ceiling as the remote’s neutral position.  Players guide a ball through each course and must collect all of the crystals found within a level before reaching the goal.  Falling off of the course, reaching the goal without collecting all of the crystals, or pressing A returns the ball to the start position. Players can reset position as many times as they want, but the clock will continue to tick.    


Players can earn trophies on each level through quick completion times, and earning several will unlock bonus stages.  Additionally, a single green crystal is found within each level, and collecting these gems also unlocks secret stages.  A mirror mode is unlockable as well.  An assortment of different marbles can also be earned, and each ball has its own control characteristics, which may make the clearing of a level easier or harder.  Some, like the football, aren’t even spherical, and some balls include cute sound effects like cat meows.    


Simply put, Kororinpa is the most tactile experience available on the Wii.  With truly one-to-one controls, the boards move in concert to tilting of the remote flawlessly.  From wall impacts to conveyor belt rumbling, the rumble feature of the remote truly makes you feel like you have your hand in the game.  The physics are spot-on, and allow the ball to react to different materials and textures exactly as one would expect.  The assortment of ball choices also provides different, but realistic control response.  The sounds, both on screen and on the remote, perfectly complement the experience.    


While play time is lengthened by the necessity of item collection, it takes some of the wind out of simply getting the ball to the goal as fast as possible.  Course design varies; some courses are designed as survival obstacle courses, whereas others act more like mazes.  More interesting levels require you to turn the entire course 90 degrees on its side, which opens paths that aren't apparent when the remote is level.  In addition, some course elements move in response to tilting the remote while others move on their own.    


Although the control is excellent, the lack of camera adaptation occasionally lets parts of the course obstruct your view of the ball, which can be frustrating when it’s already hard to judge distance.  Additionally, if you’ve ever played the original Labyrinth, you’ve probably attempted flinging the ball over walls as a short-cut.  With no physical repercussions, this is an even more inviting option in Kororinpa. Sometimes it works, but often the game will detect the launch as an off-course miss, even though the ball would have safely landed on a platform.    


The game includes a two player mode, which simply has players race each other through the same maze on a split screen.  Unfortunately, there is no direct interaction between the two marbles.  Both players must complete the maze before the game is over, which is either nice in that it allows both players to finish their game, or painful if the losing player is particularly bad at a given level.  One nice feature is that the multiplayer can be played with either two remotes or a shared remote/nunchuk duo.    


The main downside to Kororinpa is that it is quite short.  The game includes 60 levels, but their shortness is exacerbated by their relative ease.  The title would have benefitted greatly from more levels, or even better, a level editor.  Perhaps we can hope for a sequel with such features.  Nevertheless, since the game is one giant time-trial, Kororinpa opens itself up to a fair amount of replay.    


Kororinpa: Marble Mania is a very good game that makes excellent use of the Wii remote, allowing players to really feel the game.  Its greatest failing is simply that the fun ends too soon.

Pros:
       

  • Most tactile Wii title yet
  •  
  • Speed goals and various ball options provide replayability


  •        Cons:
           
  • Too short
  •  
  • Overzealous fall detection


  •                Graphics:  6.5
           The simple graphics suit the simple game and are reminiscent of a themed mini-golf course.  In actuality, I wouldn’t have minded a basic wooden board theme on every stage, but the game does change it up after every ten stages with themes like food, cityscapes, and outer space.  The game also lacks progressive scan support.

                   Sound:  6.5
           Elevator music is probably the best description of the compositions, though that may actually be a good thing since too much of a beat could break your concentration.  A few songs are catchier, including a Star Soldier remix.  Sound effects are fitting and add to the immersion.

                   Control:  9.0
           Control is completely responsive, and the playing field perfectly matches the orientation of the Wii remote.  The rumble and sound feedback work in tandem to provide a remarkable control experience.

                          Gameplay:  8.0
           The game is quite fun thanks to its simple, but effective gameplay.  Since there is no life counter, Kororinpa also allows for a little experimentation.

     


           Lastability:  6.5
           The game is ruefully short.  However, it's perfect for speed runs, and the wide variety of ball types allows for slightly different experiences on the same boards.

     


           Final:  7.0
           Kororinpa could have been a lot more than it is, but what is there is a joy to play.  Its marble rolling scheme suits the Wii controller perfectly.      

    Aaron Kaluszka
    Contributing Editor, Nintendo World Report

    Offline Caliban

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    RE:REVIEWS: Kororinpa: Marble Mania
    « Reply #1 on: April 04, 2007, 04:35:41 PM »
    However, if you didn’t like the horizontal control scheme of Super Monkey Ball: Banana Blitz, you probably won’t be a fan of Kororinpa.

    Huh? If you didn't like it in Super Monkey Ball Banana Blitz, you will most certainly prefer it in Kororinpa.

    8.0

    Offline MegaByte

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    RE: REVIEWS: Kororinpa: Marble Mania
    « Reply #2 on: April 04, 2007, 04:46:09 PM »
    You're right, I misread Dave Trammell's impressions back when I read them and thought he was advocating a vertical grip.
    Aaron Kaluszka
    Contributing Editor, Nintendo World Report

    Offline Entroper

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    RE: REVIEWS: Kororinpa: Marble Mania
    « Reply #3 on: April 04, 2007, 07:51:49 PM »
    This game looks sweet, but given its shortness and lack of additional content, probably not worth 50 bucks.  Sounds like a good one to buy used in a couple months.

    Offline MegaByte

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    RE:REVIEWS: Kororinpa: Marble Mania
    « Reply #4 on: April 04, 2007, 07:55:44 PM »
    It's actually only $40.
    Aaron Kaluszka
    Contributing Editor, Nintendo World Report

    Offline NWR_pap64

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    RE: REVIEWS: Kororinpa: Marble Mania
    « Reply #5 on: April 05, 2007, 06:37:20 AM »
    So wait, do you believe that Kororinpa is quite easy?

    I ask because when SB and Cap reviewed the game they couldn't state clear enough that the game offers some frustrating challenges that will upset some of the less hardcore and casual gamers.

    What did you think of the difficulty?
    Pedro Hernandez
    NWR Staff Writer

    Offline Caliban

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    RE: REVIEWS: Kororinpa: Marble Mania
    « Reply #6 on: April 05, 2007, 08:36:30 AM »
    It can get easier if you unlock a marble that has stats that is suitable for your style of playing.

    Offline Ceric

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    RE: REVIEWS: Kororinpa: Marble Mania
    « Reply #7 on: April 05, 2007, 09:56:39 AM »
    So Barnyard beat this game for there respected audiences.
    Need a Personal NonCitizen-Magical-Elf-Boy-Child-Game-Abused-King-Kratos-Play-Thing Crimm Unmaker-of-Worlds-Hunter-Of-Boxes
    so, I don't have to edit as Much.

    Offline Smash_Brother

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    RE: REVIEWS: Kororinpa: Marble Mania
    « Reply #8 on: April 06, 2007, 07:47:30 AM »
    This game will frustrate the hell out of casual gamers at the later levels.

    I recommend renting it with a friend because the 2 player mode is a lot of fun, but also because having a friend so you can laugh at each other's failures is the buffer between you and total and utter frustration.
    "OK, first we need someone to complain about something trivial. Golden or S_B should do. Then we get someone to defend the game, like Bill or Mashiro. Finally add some Unclebob or Pro666 randomness and the thread should go to hell right away." -Pap64

    Offline TheYoungerPlumber

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    RE: REVIEWS: Kororinpa: Marble Mania
    « Reply #9 on: April 06, 2007, 10:49:14 AM »
    I'm confused.  I know we all have our own review styles and feelings of what different numbers mean, but how can a game with "9" controls, "8" gameplay, and 6.5 everything else get a 7?  Maybe that lastability score is high?
    ::Michael "TYP" Cole
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    Offline NWR_pap64

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    RE:REVIEWS: Kororinpa: Marble Mania
    « Reply #10 on: April 06, 2007, 11:10:04 AM »
    Quote

    Originally posted by: TheYoungerPlumber
    I'm confused.  I know we all have our own review styles and feelings of what different numbers mean, but how can a game with "9" controls, "8" gameplay, and 6.5 everything else get a 7?  Maybe that lastability score is high?


    I actually understood it.

    Graphics and sound don't really matter in this type of game, so IMO that doesn't add to the final score. And I think the final score is fair because it is my understand that the game IS fun but doesn't offer anything else (Cap and SB also gave it a 7 in their review).

    The game is polished in its controls and concept, but doesn't offer anything else that makes it worth buying it or lots of replay value.
    Pedro Hernandez
    NWR Staff Writer

    Offline TheYoungerPlumber

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    RE: REVIEWS: Kororinpa: Marble Mania
    « Reply #11 on: April 07, 2007, 12:48:43 PM »
    Actually, you misread me.  My emphasis was meant to be on the control and gameplay socres being significantly higher than 7.  Yes, a game like this graphics don't really count, so why is the final score so close to the graphics score?
    ::Michael "TYP" Cole
    ::Associate Editor
    Nintendo World Report

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    Offline Rhoq

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    RE: REVIEWS: Kororinpa: Marble Mania
    « Reply #12 on: April 21, 2007, 03:30:27 PM »
    A friend picked this up and I got play it tonight. I really liked the game. The lack of camera control can be very frustrating, but then again if you had the option to control the camera the difficulty level of the game would go down considerably. I'm still not sure if it's worth $40. If the price drops to $29.99, I'd consider buying it.  
    PEACE--->Rhoq