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The Official Marble Saga: Kororinpa Thread of Sticky Balls and Sore Wrists

VideoMan

30% Failure Rate
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So here's the official thread for Marble Sage Kororinpa. I'm not the best at Photoshop but this game seems like it's not getting the love it deserves from GAF so I stepped up. The first Kororinpa game was fantastic and this one looks to improve on every aspect of the last.



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North America: March 17th
Europe: April 24th
Australia: May 14th
Japan: TBA

*NOTE* In Europe and Australia this game is called Marbles! Balance Challenge.



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From Wikipedia:

In Marble Saga: Kororinpa, the player tilts the playing field, using the Wii Remote to navigate a spherical object around mazes to reach the end goal, similar to Marble Madness, Marble Blast and the Super Monkey Ball series. Some mazes cause the player to tilt them in such a way so that a wall becomes a floor, or to interact with objects such as magnets or conveyor belts. Each level contains a number of orange crystals and a single green crystal. Collection of all orange crystals is necessary for progression, while green crystals are optional, but unlock additional levels and items. In addition, players may be awarded with bronze, silver, gold, or platinum trophies for completing levels within a predetermined amount of time. Obtaining these trophies will unlock new balls, music, and additional bonus levels.

Marble Saga: Kororinpa features a plot in which the player assists a small ant named Anthony and his colony to locate the "Golden Sunflower Seed". Players navigate through over a hundred stages across seven areas to collect pieces of junk, which the ants turn into the 100 stage editor parts used to proceed to the final stage, "The Stump Temple". Marble Saga: Kororinpa also features ten special stages designed for use with the Wii Balance Board controller. The game features multiplayer race modes, an edit mode for custom stage creation and sharing through Nintendo Wi-Fi Connection, and Mii integration.



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o Single Player Campaign: Over 100 Levels spanning across seven unique worlds.
o Multiplayer: All 100+ levels can be played in local mutiplayer split screen (2-4 players).
o Balance Board Support: North American version has 30 levels specifically made for Wii Balance Board play. The European and Australian version (titled Marbles! Balance Challenge) has 100 Balance Board levels.
o Leaderboards: There are 10 leaderboard stages where players are ranked on an online leaderboard. The rankings can be viewed in-game or at the official website.
o Level Editor: Includes a full featured level editor. User created levels can be shared with friends over the internet.
o New Downloadable Levels: The developers of Marble Saga: Kororinpa have said they will be offering new levels to download at a later date. How exactly this will work is unknown at the moment.



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Screens:

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Videos:

Trailer: High Quality | Low Quality
Gameplay 1: High Quality | Low Quality
Gameplay 2: High Quality | Low Quality
Developer Interview: High Quality | Low Quality
Stage Builder Demonstration: High Quality | Low Quality



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Game Informer: 8, 8.5 | Full Review
"A sequel to Kororinpa: Marble Mania, one of the most overlooked games in the Wii catalogue, Marble Saga succeeds in matching that game’s exacting tilt-control gameplay while exceeding it in nearly every respect. This is the game Super Money Ball should have become."

Nintendo Power: 7.5

IGN: 6.5 | Full Review
"Marble Saga is a cute game with a ton of stages, a level editor that lets you extend the life of the game by as long as your imagination will let you, and a better price point than its predecessor. However, the controls and camera push back against all of the good will generated by the fixes over the original Mable Mania."



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The List of GAF user friend codes for trading user-made levels. If you want to be added to the list just post your Wii friend code.
 
:lol That is a five star thread title. I am actually interested in this title after seeing some video of it. Good sticky-balled fun.
 
oh god the controls are so different.

I'll get used to eventually but I kinda miss the old super-sensitive controls. Do more difficult balls have controls similar to the old game?
 
Wait what? 100 Balance Board levels? Why did we only get 30 over here? I really like the Balance Board mode too, they managed to get the control right.

Oh wait, they mentioned downloadable levels :/

Played this a bunch last weekend with the wife. We both really enjoy it. I prefer "side" control myself, I find it easier with two hands.

Really appreciate the art style, gives me vibes of Chibi-Robo, Puchi Copter, Katamari. Haven't really noticed the music too much.

Haven't had a chance to check out the level editor yet either. I have to try not to forget about this game now that I'm knee-deep into Rune Factory.
 
I'm curious about the new controls. Does the ball just roll slower, or did they add "steadying lag" to the tilt control? The former I can deal with, the latter is the reason Monkey Ball Wii sucked. The reason Kororinpa 1 was awesome is because it had exact, lag-free, "shaky hands = shaky screen" tilt control.
 
Leondexter said:
I'm curious about the new controls. Does the ball just roll slower, or did they add "steadying lag" to the tilt control? The former I can deal with, the latter is the reason Monkey Ball Wii sucked. The reason Kororinpa 1 was awesome is because it had exact, lag-free, "shaky hands = shaky screen" tilt control.
It's been a while since I've played Monkey Ball but I think it might be neither?

Basically what happens is that the ball moves really slow at first, and then after a certain threshold of acceleration it jumps in speed. The tilting of the board still seems to be more or less 1:1, it might be a bit smoother than the original but the actual board tilting doesn't feel very laggy. Just the ball movement. It feels like if the balls were more responsive it would play pretty close to the original. It also feels as though some balls are more responsive than others, so it might be you can unlock balls later in the game that hit that acceleration threshold earlier.

Not 100% sure though, have to play some more.
 
Leondexter said:
I'm curious about the new controls. Does the ball just roll slower, or did they add "steadying lag" to the tilt control?
All the balls you start out with are sticky. The controls are the same sensitivity as the first game as far as I can tell.

The stat that controls stickyness is Slide. I've unlocked a good six or seven balls now and none of them have a higher Slide rating than the basic blue marble. I don't know how far into the game you have to go to get a non-sticky ball yet. Hopefully it comes sooner rather than later.
 
VideoMan said:
The first Kororinpa game was fantastic and this one looks to improve on every aspect of the last.
Other than completely fucking the rolling physics.

I've been enjoying it a bit more now that I've put some time into it, but it feels more like that Mercury game than Kororinpa.
 
Just picked it up today, got to finish the first game before I start this one though.

I'm a bit disapointed that the PAL and Japanese version will have different/possibly more levels than the North American version, hopefully Hudson will release the new levels in the North America as a WiiWare add-on where you can import your save data.
 
I unlocked the Rugby ball tonight and it's noticeably faster (less sticky) than the other balls so far. It has a Slide rating of 6 out of a possible 10 so there's still room for improvement. I think that having a ball in the 8-10 range for the Slide attribute would probably behave similar to the faster balls in Kororinpa 1.

Earning trophies is what unlocks new balls. I got the rugby ball after getting about 30 gold trophies. You can earn two trophies on the same level by playing it on Easy and Normal difficulties so that's an good way to unlock the better balls faster.
 
Sore Wrists? Am I the only one who plays this game while holding the remote with both hands? I think it makes this game far easier to control.
 
Buttseckslol said:
Sore Wrists? Am I the only one who plays this game while holding the remote with both hands? I think it makes this game far easier to control.

I second that. I'm a two-wrist-kinda-guy. When it comes to Kororinpa, I mean!!!
 
Sticky ball play is always more fun with friends. You guys should seriously try out multiplayer if you haven't done so yet.

That aside, I also use both hands, and I keep the controller in the default "up" mode.

Gah! Well, I guess we'll never be able to talk about this game without dirty minds.

I've already run through the whole game on Easy, earning trophies along the way so I have more balls to play with in Normal. That's just how I roll.
 
Wow, nice job on the official thread! I would have done something like this but I am too lazy :D
 
I'm definitely enjoying this a lot more now after unlocking the customizable marble. Just crank up the response/speed/slide and the controls feel almost as good as the original (although they're still a bit sluggish and too bouncy to really rely on jumping). I'm a bit let down that the online rankings are only for ten stages separate from the main game and I don't like the longer restart penalty as it discourages experimentation, but what can I say? This game is a blast and it packs a TON of content. Can't wait to play the game again on hard to try and unlock everything, then maybe mess around with the stage editor for a while.
 
What I posted in the dead thread....

IGN just panned the game : /

7.8 Presentation
Cute and charsimatic, but draped with an unnecessary story.
7.7 Graphics
Bright and colorful marbles and mazes really pop. This game has a nice look to it.
7.4 Sound
Plesant, boppy music fits the day-glo atmosphere -- but the original game had better tunes.
6.5 Gameplay
Control and camera issues sadly mar Marble Saga. This game frustrates at critical points.
6.5 Lasting Appeal
Loads of stages and the level editors are the highlights. But you may give up long before the 150 stage finish line due to the iffy controls.
6.5
Passable OVERALL
(out of 10 / not an average)

Marble Saga is a cute game with a ton of stages, a level editor that lets you extend the life of the game by as long as your imagination will let you, and a better price point than its predecessor. However, the controls and camera push back against all of the good will generated by the fixes over the original Mable Mania. I peeled the paint with the horrible, horrible things I said to this game while watching my marble fly off into space because of the weird control issues. It's a shame when a game with so much charm gets undercut by technical tomfoolery.

IGN gave the first game a 6.2

I was disappointed they farmed the review out. I would have preferred Bozon review it again so I could get a better feel for how it was gonna be.
 
I just picked this up tonight, after much searching. Nobody has the game. At Game Crazy, the guy looked it up in the computer and tells me there's one copy in Las Vegas, on the other side of town, of course. Finally I got it at Gamestop, gutted...and find out it's not worth the trouble.

I've read all the posts about how the ball is "sticky", but my god, I couldn't have imagined how bad it is. I feel like there are two speeds: stopped and falling off the level. Even when I get the ball to roll without coming "unstuck" and falling at full velocity--which is a frustratingly slim difference--the slightest attempt to slow down makes it stop as if caught by some invisible barrier.

I consider this pretty much unplayable. I guess I'll check occasionlly for any codes for playable marbles, but right now I feel like I've just wasted my time and money trying to find this. I can't believe how horribly bad this is when the first one was so brilliant.
 
Leondexter said:
I consider this pretty much unplayable. I guess I'll check occasionlly for any codes for playable marbles, but right now I feel like I've just wasted my time and money trying to find this. I can't believe how horribly bad this is when the first one was so brilliant.
If this is how you'll go about it, you can probably forget it right now. You have to play the game to unlock different marbles to use, and finally you'll gain the ability to customize a marble with characteristics of your choosing that you can use to play the game.

MoxManiac said:
Heads up, according to CAG toysrus will have this on sale for $19.99 on march 29th through april 4th.
That's cool. Whatever it takes to move this game. I still think it's worth full price, especially considering the content compared to the original Kororinpa and its price. I'm still satisfied with my day one purchase. :D
 
Nintendo Playstation said:
If this is how you'll go about it, you can probably forget it right now. You have to play the game to unlock different marbles to use, and finally you'll gain the ability to customize a marble with characteristics of your choosing that you can use to play the game.

So you have to play the unplayable game in order to unlock something that makes it playable. Screw that. I'll wait for the code, or someone else's save, or whatever. I tried some more after venting earlier, thinking I'd just approach this as if it's Mercury: slow and patiently. But it's not slow, it's broken, worse than any game I've played in years. I'll wait for the fix, or just play something else.

For once I won't sympathize when a game bombs hard. This one deserves it.
 
There's a new downloadable level up from Hudson. Don't know how long it's been there since this is the first time I checked.
 
I think all the downloadable levels were up on their servers since the game was released but you can only download one per day or something.
 
Only one a day? That's disappointing. Once I've completed the game it'll hardly be worth pulling the disc off the shelf just to play one new level at a time.

Hudson has made so many boneheaded decisions with this game. Forcing you to use the sticky balls for so long in the beginning is incredibly annoying. It's a shame because I'm playing through hard mode now with the customizable ball and it's pretty much exactly what I wanted out of a Kororinpa sequel. It sucks that they made veteran players wait so long to get a ball that rolls normally.
 
Aha. You can unlock the custom ball with a code.

From the options screen go to the room labeled "???" then click the right lamp once, the left lamp twice, then the right lamp once. Enter the code TV, Car, Sunflower, Bike, Helicopter, Strawberry.

It unlocks the
Master Higgins
ball.

This works at anytime, I just tried it after starting a new game.
 
VideoMan said:
Aha. You can unlock the custom ball with a code.

From the options screen go to the room labeled "???" then click the right lamp once, the left lamp twice, then the right lamp once. Enter the code TV, Car, Sunflower, Bike, Helicopter, Strawberry.

It unlocks the
Master Higgins
ball.

This works at anytime, I just tried it after starting a new game.

Excellent! I can't wait to get home and try this, it's just what I've been waiting for. I'd mostly given up hope, because last weekend I went looking for online saves and discovered there aren't any because the save file is locked. Now I have hope again!
 
Leondexter said:
Bless you, VideoMan. I'm playing now, and it's awesome.

So, wait the game now is good like the first Kororimpa?

More impressions please, I trust you on this since playing a friend's Ntsc/US import I was shocked at how shitty it was: even having read all the post itt before it really caught me off guard how shitty the "sticky ball" gameplay was.

For the record, I love the original Kororimpa.

Is the PAL sku out already?
 
So is this game as bad as reviews say it is? I was always interested in the original Kororinpa but I didn't have a job or money and only asked for big "important" games at the time it came out. I am definitely interested in this one, but I'm wondering if the controls are really bad or if the reviewers just suck at the game?
 
Dash Kappei said:
So, wait the game now is good like the first Kororimpa?

More impressions please, I trust you on this since playing a friend's Ntsc/US import I was shocked at how shitty it was: even having read all the post itt before it really caught me off guard how shitty the "sticky ball" gameplay was.

For the record, I love the original Kororimpa.

Is the PAL sku out already?

Yes, it's just as good as the first once you have this code. Max out all the stats on the ball except bounce (I put it at 2; the bounces are very exaggerated) and you'll have a playable game. I'd say at max stats, the ball is a bit faster than the default ball in #1.

It's absolutely night and day. See my posts above for what I thought of this before this code.
 
MidnightScott said:
So is this game as bad as reviews say it is? I was always interested in the original Kororinpa but I didn't have a job or money and only asked for big "important" games at the time it came out. I am definitely interested in this one, but I'm wondering if the controls are really bad or if the reviewers just suck at the game?

This game is, in fact, awesome once you use the custom-ball code.
I've rented it because of all the bad mouthing and I could see why that was since I couldn't even go-on to play it for a couple of days, but now I'm going to buy this bad boy! :)
 
MidnightScott said:
I'm wondering if the controls are really bad or if the reviewers just suck at the game?
A little of both, but mostly the latter. As already mentioned, the figure roller pretty much fixes all of the control issues. Even without the code it should only take a few hours of playtime to unlock it, so if the reviewer doesn't mention it you can probably assume they didn't spend much time with the game.

I played through all the ranking stages, a few people on the leaderboards are fucking insane. But I managed to nab the top spot for stage 7 :D
 
Don't suppose there's a code for the weird camera swings when you're rolling forward or backward along walls?

I thought I unlocked "free tilt" or something while I was playing, but could never figure out what the heck that was. It sounded promising.
 
Though I still don't think it plays as smooth as the first game, playing with a custom ball has made this a far more enjoyable experience. Another complaint I have... while the foreground looks great, I miss the realtime rendered backgrounds with the cute animation from the first game.
 
Man, what a disappointment this game is to me :(
Even with the figure roller it still feels sticky compared to Kororinpa 1. I can't believe they screwed this up when they control was perfect the first time around.
 
dock said:
Man, what a disappointment this game is to me :(
Even with the figure roller it still feels sticky compared to Kororinpa 1. I can't believe they screwed this up when they control was perfect the first time around.

Really? That's a shame. I thought the Mii ball was about equivalent to the default ball on #1. Did you play with the turbo ball on #1, maybe? I never really did.
 
I just finally got this. Kororinpa was easily one of my favorite games to play last year. I'm hoping this one exceeds it in every way.
 
Is the custom ball code the
mii style person in a cage
? It still feels pretty sticky to me. I can turn the play field a huge amount and the ball barely moves at all, and then it suddenly accelerates and falls off. Maybe I should give it another try, but it's definitely more sticky than any of the default balls from Kororinpa 1.
 
dock said:
Is the custom ball code the
mii style person in a cage
? It still feels pretty sticky to me. I can turn the play field a huge amount and the ball barely moves at all, and then it suddenly accelerates and falls off. Maybe I should give it another try, but it's definitely more sticky than any of the default balls from Kororinpa 1.
After you unlocked the custom ball, did you try customizing it? Hover the pointer over it as if you were going to select it, then press the 2 button and you can adjust individual settings.
 
Nintendo Playstation said:
After you unlocked the custom ball, did you try customizing it? Hover the pointer over it as if you were going to select it, then press 1 or 2 (not sure which, it says at the bottom of the screen) and you can adjust individual settings.

Thanks for pointing this out. I'm such an idiot, I completely forgot that you have to customize the damn thing, otherwise it's still awful. I recommend maxing out all the settings except bounce. I put bounce at 2 and it's still pretty damn bouncy.
 
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