Kuru Kuru Kururin

Kuru Kuru Kururin

Kuru Kuru Kururin

This review originally appeared in E97, May 2001.

 

Blended correctly, simplicity and frustration can fuel a game's addictive quality, especially where puzzle games are concerned. Upset this equilibrium and the formula spoils, yet – while no Tetris – this isn't something Kuru Kuru Kururin needs to worry about. Not too much anyway.

The premise is simple enough: using the D-pad the player must guide a rotating stick around a series of mazes without touching the edges. An energy bar will sustain three hits, the final one being fatal. That said there are intermittent, energy giving heart pads included in the longer map, where layouts require significant dexterity and patience.

Unlike Mr Driller or Dynablaster, which rely on quick reflexes for commands, Eighting's title exists in the negative, requiring the player to avoid certain actions, which is almost infinitely harder. The tension may be higher, but on occasions the enjoyment suffers inversely, leaving the player somewhat frustrated.

The resulting rich blend will not be to everyone's taste, then, but those to whom it appeals will find that Kuru Kuru Kururin offers a distinctly engaging diversion from the likes of F-Zero and Castlevania.