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MaboShi’s Arcade
Finally! Four months on from its PAL release, MaBoShi finally makes it to the US WiiWare service. And it’s a strange one, for sure - neither as gloriously minimalist as Cubello or Orbient, nor as accessible and constantly restless as World of Goo, it’s a game which takes a while to get its hooks into you, but reveals itself to be quite an ingenious little puzzler.
I say it’s not that accessible, but its controls are - for two of the games you’ll need just the A button, while the third simply requires you to use the d-pad. The first game sees you trying to spin a ball around a circle, hitting nasties before they reach the edge. Should just one venture outside the circle, then it’s game over. Hitting A merely changes the direction your ball spins in, so it’s all about timing your presses, and making sure you take into account the obstacles in the ball’s path. The second game sees you holding A and releasing it to propel a spinning stick forward, demolishing blocks and hitting enemies. Should one of said beasties crash into the stick’s circular core - wallop, game over. Game three is like a slow-paced version of Snake, except here your trail sets blocks on fire, the idea being that they’re all destroyed before they reach the bottom of the screen, and that you don’t fence yourself in by slithering down a blind alley. Fail to leave yourself enough wiggle room and that’s it.
The stroke of genius here is that all three games fit together, affecting each other in different ways. When playing alone, the two other games will be taken up by computer-controlled players, and their performances affect yours. The stick can encroach on the circle’s game, whacking the ball or sending blocks to destroy monsters, while defeated foes often spiral off into the other displays, helping to pull off combos by killing multiple enemies in one go. You can even save your own replay data and play it in one window, using that to pull yourself out of a sticky spot in another game. It’s a concept that’s difficult to really get your head around at first, but once you’ve seen it in action, you’ll find it a useful tool to get closer to that elusive score of 1,000,000 points. I’ve not come anywhere near so far, needless to say.
It’s occasionally a little capricious, and its cause-and-effect mechanic is undoubtedly going to be too much for some people, but this is one seriously brain-twisting puzzler which deserves the plaudits its had so far from those who’ve bothered to play it. It’s generous too - offering DS owners the chance to download the game to their handheld for free. Brilliant.ÂÂ

Pool Revolution: CueSports
A reduction in price (from 800 points to 500) makes Hudson’s ball-potter even more appealing on its US debut. It might not have the presentational razzmatazz of Gameloft’s Midnight Pool - nor that game’s amusing story mode - but it does play a slightly better game of pool (and snooker if you’re that way inclined) and even offers an online mode. Though the latter is marred by the fact that the game uses individual Friend Codes, and not your Wii’s own. Bah.
The cueing mechanics are solid, although it can take quite a while to adjust your aim, particularly when there are plenty of balls left, as the cursor moves much slower when a ball is targeted, allowing you to fine-tune your shot. Still, with several options to tweak your game - from rule adjustments to different ball sets, tables and arenas - as well as a (limited) replay function and a trickshot mode, this represents great value for money, and makes for a fairly enjoyable (if basic) multiplayer experience.
