The failed timing of the Game Boy Micro

The Game Boy Advance was the 32-bit leap for Nintendo’s flourishing handheld business, bringing the graphics of the Super Nintendo to gamers on the go. While the Game Boy Colour had a substantial library of games that weren’t painted in green and black tones, it was the Advance’s palette that truly brought vibrant worlds to a portable system. It was also a departure from the previous blocky handheld design, with a curvaceous and wide look that screamed “this is the future!”. Indeed it was, as the Advance made a memorable impact on the gaming world, shifting over 80 million consoles during its seven year lifetime. The handheld market proved that it could continue to thrive without a blockbuster game like Tetris helping to sell the units, and so long as they weren’t battling with sun glare, people were loving it.

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Finally Beating Kururin Paradise

My infatuation with the Game Boy Micro has continued into 2014. Not content with the defeat of Final Fantasy V being the final use of this pocket portable, I recently jumped back into Kururin Paradise. The first game in the series, Kuru Kuru Kururin, was one of the very first Game Boy Advance games I played, thanks in part to the abundance of emulators and a console that wouldn’t arrive until Christmas time. It was great fun, but back then I was terribly inpatient, so I never completed it. Purchasing a Micro was first and foremost for tackling FFV, but hey, why not go for the nostalgia trip and purchase Kuru Kuru Kururin? A few days after starting, I’d beaten this puzzler.

If you’ve not played this game before, the concept is quite simple. You control a helicopter-like ship, which you only ever see from a top down perspective. What you must do is move through each level without touching the walls, or any other objects placed in the level to obstruct you. Using the d-pad allows you to move the ship, although the rotors are always moving at a fixed pace. This means you have to time your movements well, because you’re in for disaster if you’re inside a corridor and you rotate into the wall. It’s simple, fun, and devilishly difficult.

What I didn’t realise back in the day was that there was a GBA sequel, only released in Japan. While I cracked on with my FFV playthrough, I ordered it from a seller on eBay. I did play it a little when it arrived, but I was ultimately distracted by other games. Kururin Paradise eventually became a game I’d play in bed, conquering a few levels before sleeping.

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