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Reader Comments (10)

Posted: Oct 23rd 2008 2:18PM MrTyzik said

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So, after reading this, has anyone NOT written off Labyrinth clones completely? Let's say I built a Labyrinth game for the PC and have delusions of porting it as a WiiWare title...is there any point in pursuing an idea like that?

Posted: Oct 23rd 2008 2:52PM remotesynth said

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You are absolutely on the mark for this. The controls are *horrible* and the perspective is disorienting so as to make it all that much worse. Why the hell doesn't Nintendo implement a trial system like exists on the Xbox so that we don't have to waste our precious points on this crap (fwiw, I bought it b/c my 6 yr old son wanted it).

Posted: Oct 23rd 2008 3:45PM (Unverified) said

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Too bad. I'd love more reasons to use my Balance Board, even if that means simple WiiWare games like a labyrinth clone. If the controls and camera angles were tight, I'd drop $5 without thinking twice.

Posted: Oct 23rd 2008 6:20PM Shadow31 said

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Disappointing. I was so ready to download this with my next point card; it had potential. My biggest worry was the controls. I loved Monkey Ball games until they tried the Wii tilt approach; it was way too sensitive. This seems to suffer even worse; 2 out of 10? Dang...

Something tells me they controls would've sucked either way. I mean, they had to have fiddled with the sensitive for awhile when designing the controls; chances are if they made it any less sensitive, it would've been even worse trying to get desired movements. In theory, this totally worked, it just doesn't account for human error... too precise...

They should've at least included a control stick method of playing...

Posted: Oct 23rd 2008 9:41PM iofthestorm said

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I had never tried a monkey ball game before the Wii version, and I got it for my sister but she wouldn't play the single player mode because it was too hard. I'd grudgingly have to agree, I spent a ton of time trying to beat the 4th world or whatever and gave up after a while. It's way too easy to fall off. The minigames kind of make up for it, but bleh. I actually think the mini-FPS they've got in there is pretty cool but anyway. I guess motion controls need to really be less sensitive to work properly, since most people aren't perfectly balanced all the time.
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Posted: Oct 24th 2008 10:01AM Shadow31 said

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The thing is, less sensitive and you can't be precise enough to get through hard parts. But at this sensitivity, it isn't realistic for humans to be so precise. Basically, the tilt idea is horrible for these games; analog sticks are the way to go.
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Posted: Oct 23rd 2008 10:26PM (Unverified) said

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ah thats a shame that this one sucks... sigh. well, back to world of goo.

Posted: Oct 24th 2008 7:22PM (Unverified) said

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Its bizarre that the best implementation of rolling mechanics I've seen yet on the Wii was Rollgoal in TP.

Posted: Oct 26th 2008 6:32AM (Unverified) said

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Ruzkin, the best fishing game is also TP. The final veridict in say 20 years will be that the Wii was a good console but the best games where all the minigames in TP...
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Posted: Nov 1st 2008 6:56PM (Unverified) said

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The graphics aren't that great and you can't see some holes but like a rat in a maze you remember where they are. I bought this game, loved it and got to level 30 in about 30 minutes. The tilt controls are perfect in my opinion. If you actually go out and use a real ball in a maze puzzle game it's pretty spot as far as sensitivity goes. I've also had a go at the Iphone version and sensitivity is about the same. As far as not being able to tell which way the board is tilting why don't you keep your eye on the ball, it will give you a fair idea of which way your going. If you want an interesting simulation of a ball in a maze game rather than some arcadey dumbed down version of it that's meant for kids under ten then get this and persevere 'cos it's great.

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