If you ever find yourself in need of something a little different, then Marble Saga Kororinpa has you covered. It's a puzzle game that caught our eye at this year's New York Comic Con, particularly because it utilizes the Wii Balance Board for some of its levels.
There's a lot of variety and challenge within its stages, and players can even create their own if they don't find what they're looking for in the preset levels. Read on after the break for our impressions on the title, including impressions on the Balance Board support and level creator.
The objective of Marble Saga is to guide a ball to the end of a stage without it falling off the play area. The gameplay may sound straightforward as you're trying to get from point A to point B; however getting there is actually much more complicated. Stages are comprised of 3D platforms that have to be tilted and turned with the Wiimote. There are pits, drops, conveyor belts, magnets and other platform types or obstacles that'll impede the journey. To get through these areas, players will need to keep a steady hand with the Wiimote.
Buttons are not used at all during stage gameplay and everything is handled through the Wii's motion controls. The Wiimote can be held in two ways: horizontally with two hands, as if playing NES classics or vertically, as in the case of most Wii games. We found the horizontal play-style to be much more comfortable than the vertical as it's easier to maneuver. The vertical position basically leaves you only with the flexibility of your wrist.
The Balance Board is a significantly different control scheme altogether. There are 30 levels in the game that are specifically designed for play with the Balance Board. Leaning forward, backwards or to the sides will cause the game stage to tilt. The control response is pretty good, even if it feels a little awkward at first. Choosing the right marble to use in these stages will be more crucial than in the regular modes as applying more tilt using the balance board is a lot more difficult over the Wiimote.
Speaking of marbles, marble composition also affects the gameplay. There are differently-shaped marbles from blocky and irregular to round and smooth. Weight also plays a factor; heavier ones require more tilt to move, but they will also stop quicker than others. Certain marbles will fit better situations.
Finally, we want to discuss the level creator. There are three difficulty settings to the creator: beginner, intermediate and expert. Each setting adds a relative degree of complexity upon the creation tools. Unfortunately for us, we could only get into the expert mode and, as one can imagine, we were overwhelmed by the amount of options available. You can edit the shape and size of 3D platforms and then add obstacles, walls and goal points to make a personalized stage. We made a very simple stage (not going too far into the tools) using a bunch of squares to form a set of stairs.
There are 60 slots for user-created levels -- 20 of which are your own saved creations, while another 20 are set aside for levels that can be sent to you by friends. The last 20 is reserved for free downloadable levels Hudson plans on releasing alongside the launch date.
Speaking of release dates, the game is expected to come out next month on the 17th. If you've got nothing else to play, Marble Saga makes a pretty good distraction to fill up the void. Its gameplay is fun and easy to jump right into. It's also pretty cheap; it's only going for 30 bucks.
Reader Comments (5)
Posted: Feb 8th 2009 5:46PM Mr Khan said
Was sensitivity an issue at all?
Posted: Feb 8th 2009 7:21PM samfish said
"The Wiimote can be held in two ways: horizontally with two hands"
Oh thank God! That was the one thing I didn't like about the first Kororinpa. You had to hold the Wiimote vertically. I found it much harder to be precise that way.
I generally don't like level editing stuff, but for some reason I'm kind of excited for level editors in Kororinpa. I guess because I kept wishing we could make out own stages in the first one.
Either way, I can't wait for this game to come out!
Oh thank God! That was the one thing I didn't like about the first Kororinpa. You had to hold the Wiimote vertically. I found it much harder to be precise that way.
I generally don't like level editing stuff, but for some reason I'm kind of excited for level editors in Kororinpa. I guess because I kept wishing we could make out own stages in the first one.
Either way, I can't wait for this game to come out!
Posted: Feb 9th 2009 7:36AM (Unverified) said
The ability to switch the controller position is great; I also didn't like the vertical orientation in the first game. On the level editing is this sharing via friend codes only or is Hudson providing a better way via web link up a la the next Boom Blox game and Blast Works?
Level sharing using friend codes alone is pretty poor from past Boom Blox experience.
Level sharing using friend codes alone is pretty poor from past Boom Blox experience.
Posted: Feb 9th 2009 8:23PM (Unverified) said
The first one was an outstanding game, though a tad bit short. When I first got it, I knew Hudson had the potential to out Super Monkey Ball SMB, and out Mercury Meltown MM. Every person I have loaned the first Kororinpa to loved it as well. I often call it the most overlooked quality game on the Wii. If you can find it, get it, it currently sells for $50 - $80 used on amazon & half.com.
This has over three times as much content as the first one without even counting the balance board levels. This is a day one purchase for me, and should be for anyone who ever like SMB, MM, or any puzzle game.
This has over three times as much content as the first one without even counting the balance board levels. This is a day one purchase for me, and should be for anyone who ever like SMB, MM, or any puzzle game.




