It would be really great if you could please submit a description for this title as that makes emuparadise. There's also a multiplayer mode that supports this manner of racing for up to four players in split-screen, which can be manic when your sticks are clanging together, and finally there's a deathmatch-ish mode, which treats the game's new abilities like the flamethrower and boxing gloves as short-burst power-ups in a competitive mode reminiscent of Super Monkey Ball's Monkey Target, where the goal is to finish up with the most coins by grabbing any that are strewn about and mashing your friends to mug them of their accumulated wealth. DescriptionAfter two adventures on the Game Boy Advance, Kururin goes 3D on the GameCube. The graphics are crisp and bright, and all the characters in cutscenes are moved around as though they were puppets on sticks, with additional sticks used for controlling their arms. But that's not to say that Kururin Squash is a bad example of a Kururin game by any stretch. We also feel that it was slightly misguided to flesh it all out with the racing mode bit, even if it has worked before.
As an import game, the language barrier is zilch. Apart from one final spinny alternative, flamethrowing's the only other thing - and interestingly it's on rails, the idea being to spit flame a beautiful effect, incidentally by holding A and using the analogue stick to twist your chopper blade as you see fit to dodge track-side obstacles and enemies. Other high points for the GameCube version are the lighting and particle effects. You won't need to collect those, as they'll be collected automatically. Hitting things with your projectiles is all the more difficult when you can't stop spinning, of course.
At its absolute best you'll be changing spin direction fluidly as you navigate tight, impossibly twisty pathways, and you'll emerge with a huge grin on your face. Three hits and you have to start again. But as for whether it's manic enough to displace the likes of Monkey Ball and Mario Kart in the grand scheme of Cube party pieces, we have our doubts. Eighting have gone all-out in using the GameCube to create an expanded Kururin experience. The stick goes precisely where you want it to go and allows for much finer control through tricky situations, while the levels don't clamp down on you to compensate. As mentioned in my , the first thing that will strike you about the game is the incredible graphic style.
The Punch Heririn can be used to destroy obstacles and enemies, but you get a bit of recoil from it, so you need to allow a little leeway when you use it. If you click on one and make a purchase we may receive a small commission. The inescapable truth is that it would work just as well played on a Casio watch screen as long as the stick and the walls were distinct; the 3D backgrounds and bizarre, typically Japanese story sequences featuring our ducky hero and his hazard-prone adversaries are charming but totally unnecessary. With only a few health-replenishing spinny flower icons dotted throughout each level, and only the option to vary the speed of the stick-spin using the right shoulder button, any gamer can easily imagine how it challenges and how it locks you in with its charming simplicity. And that's just as well, because sadly these new levels aren't as pure and addictive as straightforward Kururin puzzling, and as a result we'd recommend the series' previous offerings over this one, even if it were not because of Eighting's attempts to grow the formula. Billed prominently Boxing gloves, meanwhile, allow you to smash up enemies the more challenging of which herald some coinage and do not respawn , while the projectile-firing effort has you doing similar but with steadier streams of enemies to dodge including ChuChu Rocket-style trains of what we think are mice, and, at its best, huge caterpillars barrelling after you like that rock in Raiders of the Lost Ark , and introduces mazes of green red blocks that bar the way and have to be excised by hunting down the destructible green blob which then blows the rest up along with any circling enemies in a flashy chain reaction. Actually, I'd recommend all three, as they're all stellar games.
In other words, it'll captivate you for as long as it lasts, but don't be surprised if it then spins off onto a shelf with only a duck in a helicopter's chance of ever returning to the fore. Kururin Squash is the third game in the series, and as such, it expands on this basic idea of navigating your way through a maze. The Flame Heririn makes things incredibly tough, as the levels take place entirely on-rails. It does, after all, combine a number of power-ups that were designed for the single-player game and then thrown together without warning. Kururin Squash mixes elements from the previous games -- that is, the guiding of a constantly rotating stick through a maze without hitting anything -- and adds new helicopters that cause the player to think a bit more carefully when guiding them.
We would have preferred twice as many regular puzzle levels to this against-the-clock stuff, really, and as a multiplayer mode it only works when all the players are at a similar skill level. Even if your mileage does vary, surely it won't by the sort of margin required to stretch Kururin Squash out over more than a Sunday afternoon. You'll also need to learn to use those special Heririns for clever boss battles. Heading into the main puzzle mode we easily steamrollered through much of the game in one evening, pausing to catch our breath and realising we were only a stone's throw from the final boss. The GameCube version introduces water levels with a submarine, guns, boxing gloves, twisters, flame-throwing and boss battles. That said, if you are a Kururin vet and happen to stumble across Squash for £16 while trawling importers on a darkening afternoon in Soho as we did, it's an evening of all the beautiful, quirkily executed ideas from which are modern story-driven third-person action-blockbuster wotsits were originally derived, calling for speedy reactions and a touch of lateral thinking, and you will have fun.
Kuru Kuru Kururin debuted for both the Japanese and European Game Boy Advance launches. Just not enough of it. Returning though to the leading light of the piece, the puzzle mode, it's pleasing to note that the level design can be as inventive as ever. Each level's music suits its area - the sky levels have airy, futuristic music, the ocean level music is wonderfully mellow, and the boss theme is suitably frantic. You can help us out by submitting a description for this title. This Web site is not endorsed, sponsored, nor otherwise affiliated with Nintendo. Contorted The net result of which is that you'll have tremendous fun playing Kururin Squash while it lasts, but that for all its improvements and clever ideas it's let down by an unfortunate shortfall in the quantity and quality of its levels.
Strewn throughout the stages are gold coins -- collect all of them in a stage in addition to not getting hurt at all and you'll earn yourself a perfect clear. We approve newly submitted descriptions every day and you will find that it will not take long for your description to appear in this space. Duck and cover Another option is a sort of 'race' mode where the challenge is not to collect loot and hitting the barriers is not such a worry, but instead the goal is to navigate similar but distinctly simpler Kururin mazes and hit the goal within the target time. Kururin Squash is also the first game in the series to introduce currency. But, to be fair, the variations have their moments too. I only discovered this marvellous game recently, on the back of posting screenshots of on here. In Race, avid Kururin players have a distinct advantage over novices, whereas with Battle it's all about beating each other up, powering up, and collecting the most coins.