Reviews from

in the past


Wholly unique and rock solid mechanically, it’s just not super fun to play. It’s one of those “I get it” games.

don't get mad cuz you're not good at the game bitch damn

Its a fun silly puzzle/platformer, but without save states I don't think I would have enjoyed it as much or even finished the adventure mode. Recommend playing it either on Nintendo Switch Online or Emulating for those features alone.

Almost exactly what i expected and honestly it deserves props just for that

I hate this game. I hate this game. I hate this game. I hate this game. I hate this game. I hate this game. I hate this game. I hate this game. I hate this game.


Kuru Kuru Kuruin is a Game Boy Advance launch title that we North Americans didn't receive until it was released as part of the GBA Nintendo Switch Online + Expansion Pack.

I like the concept of using a Japanese fidget toy and converting it into a puzzle game based on precision, and I think they executed it quite well. The levels are solid and passing through tight corridors without taking any damage can be satisfying. My main issue with the game is the difficulty curve as the later levels can be quite annoying to complete thanks to obstacles such as spike balls and cannonballs. I didn’t bother getting perfects in all the levels to unlock the extra world because of my frustration. If I had given a little more time to do this, I could've pulled it off, but I got my fulfillment with the Adventure Mode and Challenge Mode

Kuru Kuru Kuruin is an obscure GBA game that I enjoyed. Despite my frustration with the later half of the game, I recommend this to people who have the Expansion Pack or have an emulator installed like mGBA.

I think this game could significantly benefit from having a checkpoint system, as clearing levels beginning to end in one run can be extremely tedious and difficult. I can't get too upset at the game for this though; it gives you the resources to help complete a level, as the practice mode includes checkpoints and even watchable demos of each level. I feel like this game would be much more enjoyable (and longer) if I was a kid in 2001 who just got this game with my new GBA as opposed to someone abusing the rewind feature on the Switch to beat the game as fast as possible. It has a lot of charm, and I really like the unique concept of the gameplay.

This game would be a perfect 10 if it wasn't for Star Kingdom 3 and maybe Machine Kingdom 2.

What an amazingly simple concept, it's so pure all the way through.

nooo que no pegue el palo giratorio cuidadooooo

A cute, yet challenging action puzzle game that I enjoyed playing through. The only flaw I give it is having to complete a stage from the start. Luckily with the use of suspend points that is not a big issue. I'm satisfied with just clearing the game, but for those that want more this game does have some bonus stages and additional challenges.

It's no secret that Nintendo keeps a lot of hidden gems to themselves in Japan. What I find interesting is how back in the 2000s, some of these Japanese games were localized exclusively in Europe. I can't tell if they wanted to use PAL regions as a testing ground, or if Nintendo of America simply turned their nose up at the prospect of releasing certain titles overseas. Nevertheless, we got Kuru Kuru Kururin in English out of this, so I can't really complain, now can I?

Kuru Kuru Kururin is a game about navigating an eternally-rotating pole through mazes. That's really all there is to it, and they push your ability to do so to the absolute limit. There's an occasional extra mechanic or two: springs that are safe to bounce off of and can reverse your rotation, or moving objects to dodge. Despite having no direct control over your steady rotation, you have three movement speeds (normal, A/B, and A+B), and it's really satisfying to manuever yourself through the intricately designed levels. The level designers were also kind enough to leave little marks on the ground to indicate it's safe to stop moving, which is good, because this game can be really unforgiving. The main stages can feel really long and drawn out, not helped by the fact that there are precisely zero checkpoints. You have to do each stage in a single run. There are "soft checkpoints" that refill your HP, but you'll still get booted out of a stage after touching a wall three times. I also feel like this game being on the GBA doesn't really do it any favors control-wise. your method of changing speeds feels like the best compromise they could make for the fact that you're using a d-pad. I can imagine a game like this controlling leagues better with an analog stick.

Confession time! I played through the first half of the game on normal difficulty, until I hit a roadblock at "Cave 3" (very creative level names) and made a new file so I could choose easy difficulty instead. Easy mode cuts your pole's length in half, and as a result, snaps the game's difficulty in half as well. It's a real overcorrection in my eyes; The whole game was designed with the full pole length in mind. In easy mode, you breeze past everything, and can even take shortcuts that would never be possible on normal difficulty.

The only thing left to comment on is the presentation, which is serviceable, I suppose. None of it really sticks out in my mind. The menus have a game show-like feel to them, but a lot of the visual design looks like pre-rendered models turned into GBA sprites, which is a look that I've never really been a fan of. Most of the areas you play through have cookie-cutter theming to them (cave, ocean, grass, etc). Story is as simple as it gets: One day Kururin's siblings hit the road and go missing, and you play through a buncha levels to go find them. An attempt was made, but a lot of it ends up feeling like an afterthought.

Overall, Kuru Kuru Kururin gets my award of "eh, good enough". It's a really neat idea executed well, despite the fact that nothing else really sticks out about it. I'd still say it's worth a shot though. Now, there's two more games that never left Japan, but I'm gonna have a seat for a bit.

I liked it until the game got ridiculously brutal and stopped being fun.

Not something I’d expect to like as much as I did, but this was such a sweet and fun little puzzle(?) action(?) platformer(?) birb game

Típico juego japones de presentación cuqui e idea simple pero bien ejecutada. Sin embargo, para lo corto que es, no expande del todo las ideas lo que podría dar.

More fun and polished than expected, definitely an underrated gem. The later levels get too tough for me but I respect the innovative gameplay a lot. It has an excellent soundtrack and great 2D animations as well.

Abri o jogo, não me pegou, dps de um tempo, queria um joguinho com partidas rápidas e abri ele novamente, aí me pegou muito, me surpreendeu demais, é desafiador, mas fui atrás de passar todas às fases sem levar dano. Não imaginava que uma nave bizarra controlada por um pássaro em busca dos seus irmãos fosse me divertir tanto.

This game is good, but without the control and variety the sequels added the game gets repetitive, there's a lot of waiting to get into the right angle of rotation, you cant speed it up like in the other games. I can't remember most of the levels in this, and after playing the other games there's no going back. It's kind of a pure arcade style game without the extra polish to make it something special.

Really nice presentation though.

Like a GBA Super Monkey Ball. Cool idea. Pretty tough too. Not the biggest fan of that WarioWare-core style but it was the early 2000s.

I will always remember the Game Boy Advance as the system where emulation of its games was available within like 24 hours of any game's release. It was easy and everywhere, and it gave me access to such intergalactic bangers as this. Even playing it on the Switch's virtual console thing makes me think of emuparadise and VBA windows.

Okay, so: Remember those old mazes you could get as a kid where you'd have to navigate a metal stick through a metal maze and if you hit the sides you got a little shock? And how it was weirdly addicting despite being way too hard for little kids? I had one of those that literally came with a headband that had bells attached to it so if you messed up it would set the bells off and make your whole head rattle. I have no idea how it made it past product testing because it probably gave some poor kids actual head trauma. If anyone reading this knows what I'm talking about let me know because I've been trying to find this thing online for ages and I can't remember the name of it.

Anyway, the reason I bring this up is because Kurukuru Kururin is basically one of those games but with a little more depth and a very charming visual presentation. You're still a stick trying to avoid hitting the edges, but the gimmick is that the stick rotates either clockwise or counterclockwise - you can also hit springs spread out throughout the level to change the rotation. It has a little bit of a learning cuvre, but once you get the hang of timing the stick movement to coincide with juuuust the right angle to make it through a curved path, it's pretty dang satisfying.

Also, the visuals and aesthetic in this game add a lot to it. Your character is a cute little bird in a silly little airship and you're going around saving your lost siblings. The music is catchy and the pastel visuals are easy on the eyes.

However, a massive caveat for anyone playing this game: it gets fucking hard. I went into this thinking "well, the art style is clearly kid-friendly, I have to imagine they leave the actually hard stuff for the postgame, right?" Folks, I was wrong. The last two worlds in the main campaign got so stressful that I nearly stopped playing (and honestly, that's the only reason I'm giving this 3.5 instead of 4). By the end of the game I was still glad I played it but you'd have to pay me to get perfects in every stage to unlock the postgame content.

Kurukuru Kururin is a game of contrasts: It is simultaneously a pleasant romp through colorful worlds and a hell game designed by Satan from which no one can escape. If nothing else, I would say give it a shot on the GBA NSO if you enjoy a puzzle game that's easy to pick up but hard to master.

Creative concept, kinda sloppy execution.
It can be very frustrating, especially in the final levels.

upon playing singleplayer its not as bad as I once thought


Me he pasado Kuru Kuru Kururin gracias a las ventajas de la emulación de Switch con un uso responsable del rebobinado. Solo puedo sentirme afortunado por la oportunidad adaptada, y he podido disfrutarlo mucho. Me ha encantado, es inteligentísimo y que bien medido está.

Kuru Kuru Kururin made me stop hoping for a better world.

Tremendo juegardo. Divertidísimo.

this was overall a solid time! the general idea and overall style/vibe of the game is very solid and unique, but it doesn't evolve much beyond what you experience in the first few levels. it gets pretty difficult by the end too! there aren't a lot of games i had never really heard of that were added to the NSO online apps, but this was that and i was pleasantly surprised! excited to try out the other games in this series.