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Faster than a speeding bullet. More powerful than a locomotive. Able to leap tall
buildings in a single bound. Look, up in the sky! It's a bird. It's a plane. It's
a Heririn! The actual aeronautical legitimacy of the craft in Kururin Squash is
still up for debate but it spins, though. Thats what it does. Although the
manual does insist on calling this paradox of engineering a Heririn.
Guiding the perpetually-spinning whatnot through the maze is the aim of the
game, avoid the moving things, the walls and pick up a few coins and, for those
with their underpants on the outside, getting to the finish as quickly as possible
collecting everything feasible. Elegant simplicity. Bolt onto that a few special
powers and novelty stages with character design to adorn the walls of a padded
cell, and it's a veritable beverage of freaky weirdness.
Kururin Squash relies wholly on the principle of player desire. Emotional attachment
and resolving the plot are impossible because of the high levels of Japanese
on display, and somehow understanding the stick puppet sequences would do an
injustice to their anarchic, inventive appeal. Besides its a puzzle game,
not a Bunraku opera. With this in mind, getting that quirky rotating blade home
just seems that darn bit more important than working out plot holes and character
motivations.
Early stages are a simple matter of acclimatisation, in a world of fruit-based
housing. Move the whirling wonder to the goal, gauge its subtle analogue control,
accelerate and increase the rate of spin to get to the summit of the stage's
Top 3 Leaderboard, where the only opponent is the last best time. Later on in
this world, though, heinous monolithic pink dodecahedrons block the way (with
mischievous green and red fish blighting this beautiful universe in an evil
dance of dastardly dominance), so a special craft is launched to combat the
mighty coin-retaining foe: a spinning mechanical marvel with boxing gloves at
each end of the propeller; destroy the enemies and spin on to victory.
After seven stages, a world is completed by disabling the (always inept) purpled-headed
duck - a monstrous villain whose objective is the disruption of the life around
Kururin. The difficulty of the stages within a world does increase as the games
goes on and, combined with the introduction of a few more stage-specific Heririn
craft, the variety of the mazes and the terrors contained avoid becoming entirely
mundane. These additional Heririn introduce a welcome variety, introducing more
action-orientated levels with some of the new craft, and more puzzle, technique-laden
routes with others. Navigational quandaries start coming thick and fast - with
the timer ticking away and the enemies becoming more lucid, the balance between
coin collection and successful stage completion becomes more cerebral.
Even though the vibrant, primary colour palette graphics are in three dimensions
the fundamental gameplay is only on the one plane, there aren't any levels that
introduce a true, brain-burning interdimensional depth. This is a good thing,
as minding the forever-rotating Heririn is a full-time role. The mazes are constructed
in a way so that the flow, rhythm and pace are dictated by the squeeze and plateau
of the life-removing walls. Magnificent maze design can only be mastered when
a sequence of lefts and rights are accomplished in one fluid movement; the velocity
of this movement can be controlled with the two-tone speed and rotation of the
Heririn. Hesitation can be the biggest stumbling block but the faster through
the maze, the more dexterous and spatially aware the player has to be, with
all the skills amalgamating into a rewarding experience. Collecting all the
coins on the level isn't required but the more coins collected, the more paraphernalia
can be bought from the shop.
Purchasable bonus items available include: the ability to restart from a checkpoint
halfway through a treacherous level; the added bonus of a few more hearts for
a stage; for those with an eye on the latest fashions the garage can be filled
with multitudes of different Heririn, anything from a different colour to the
wildest two-pronged configurations ever conceived. Alternative HUDs can be purchased
as well as demo reels of how to (or, in some cases, how NOT to) complete a stage.
If the lunacy of the Story Mode is too much to take emotionally, there are
a few more options open to the committed player: Time Trial offers a frill-free
avalanche of levels to pit the skills acquired from the Story Mode against,
with just the maze and the clock to beat. A splitscreen multiplayer event is
ever present, offering two modes of play - Race and Battle. Race is the time-trial
levels again but with an opponent or three knocking each other into obstacles.
Battle sees everyone on the same table trying to collect as many coins as possible,
whilst attacking each other with the power-ups strewn about - not quite the
comprehensive multitude of extras available in other puzzle games. Unfortunately
the GBA-to-GC link game, unlockable in the single-player shop, is a hideous
example of how to waste time finding a cable. Matching patterned Heririn, the
GBA screen gets one Heririn and the GameCube has a selection to choose from
identify the correct one and continue!
Underneath its charm and quirky banter, Kururin Squash has a simple, intriguing
concept which, when rolled in with all the artwork and primary school zaniness,
makes for an enjoyable experience. However, the single-player modes rarely offer
more than a fleeting challenge and the only real obstacles are those in the
player's mind. A certain Zen-like discipline needs to be attained to get to
the goal, with the special-stage Heririn mixing up the difficulty with their
new play techniques. If anything, the youthful exuberance of the game probably
matches the intended target audience: essentially Kururin Squash must have been
made for children, as there doesn't appear to be any subtle Nintendo masterpiece
here, just a charming, easily accessible, vibrant and well put-together puzzle/action
game.
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