From HandWiki - Reading time: 5 min
| Kururin Paradise | |
|---|---|
| File:KururinParadise.jpg | |
| Developer(s) | 8ing |
| Publisher(s) | Nintendo |
| Composer(s) | Atsuhiro Motoyama |
| Series | Kururin |
| Platform(s) | Game Boy Advance |
| Release |
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| Genre(s) | Puzzle video game |
| Mode(s) | Single-player, multiplayer |
Kururin Paradise (くるりんパラダイス) is the sequel to Kuru Kuru Kururin on the Game Boy Advance. It was released only in Japan. However, as the GBA has no region lockout, any GBA unit can be used to play the Japanese version.
After the events of the first game, everything became calm in Kururin Village, until a group of magicians announced that they were starting a live magic show. Kururin's family and Teacher Hare went to the magic show and they never came back. Kururin didn't go with them because he was asleep until he heard them calling his name. He rushed toward the magic show and noticed that no one and nothing was there. So he decided to rush back home to fly in his helicopter, the Helirin, and find them.
The gameplay is the same as the preceding game.
The player controls a slowly spinning stick called the Helirin, and must manoeuver it through a series of mazes without touching the walls. The player controls the direction and speed of movement (there are 3 levels of speed), but the task is made difficult as the stick rotates continually. Once the player has successfully completed a level, there are bonuses to collect, record times to beat, and a gold star for completing the level without any accidents.
The game starts off with simple training levels, where the players are told how to play and how to get around the first corners. There are three levels in each stage that get progressively harder and longer. The stage determines the look of the levels (ice, caves, machine) and the different obstacles to avoid. For beginners the levels can be played on Easy mode, where the stick is only half size.
In the levels with a magician's hat as an icon, the players task is to finish a mini-game in order to proceed to the next group of levels. Each level with a magician's hat icon has different mini-games compared to each other.
The game also features multiplayer support that enables four players to participate in the action with the use of a single cartridge. Unlike the prequel, it also includes mini-games, which also have multiplayer compatibility.
Edits and submissions to the site (including screenshots, box art, developer information, game summaries, and more) go through a verification process of fact-checking by volunteer "approvers".[2] This lengthy approval process after submission can range from minutes to days or months.[3] The most commonly used sources are the video game's website, packaging, and credit screens. There is a published standard for game information and copy-editing.[4] A ranking system allows users to earn points for contributing accurate information.[5]
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MobyGames was founded on March 1, 1999, by Jim Leonard and Brian Hirt, and joined by David Berk 18 months later, the three of which had been friends since high school.[6][7] Leonard had the idea of sharing information about computer games with a larger audience. The database began with information about games for IBM PC compatibles, relying on the founders' personal collections. Eventually, the site was opened up to allow general users to contribute information.[5] In a 2003 interview, Berk emphasized MobyGames' dedication to taking video games more seriously than broader society and to preserving games for their important cultural influence.[5]
In mid-2010, MobyGames was purchased by GameFly for an undisclosed amount.[8] This was announced to the community post factum , and the site's interface was given an unpopular redesign.[7] A few major contributors left, refusing to do volunteer work for a commercial website.{{Citation needed|date=June 2025} On December 18, 2013, MobyGames was acquired by Jeremiah Freyholtz, owner of Blue Flame Labs (a San Francisco-based game and web development company) and VGBoxArt (a site for fan-made video game box art).[9] Blue Flame Labs reverted MobyGames' interface to its pre-overhaul look and feel,[10] and for the next eight years, the site was run by Freyholtz and Independent Games Festival organizer Simon Carless.[7]
On November 24, 2021, Atari SA announced a potential deal with Blue Flame Labs to purchase MobyGames for $1.5 million.[11] The purchase was completed on 8 March 2022, with Freyholtz remaining as general manager.[12][13][14] Over the next year, the financial boost given by Atari led to a rework of the site being built from scratch with a new backend codebase, as well as updates improving the mobile and desktop user interface.[1] This was accomplished by investing in full-time development of the site instead of its previously part-time development.[15]
In 2024, MobyGames began offering a paid "Pro" membership option for the site to generate additional revenue.[16] Previously, the site had generated income exclusively through banner ads and (from March 2014 onward) a small number of patrons via the Patreon website.[17]
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