"There has to be a catch."
Right? When you see the straightforward name Labyrinth slapped onto a retail release, it's really hard to accept that the game purely consists of going through a series of corridors. Even then, there has to be some added depth or silly element implemented, like being a dungeon crawler or a puzzler based on a board game. I mention those two specifically because, whenever I tried doing research for Labyrinth, even when I included "Nintendo DS" and "Taito", search results always try directing me to Deep Labyrinth or thinkSMART Labyrinth, as if the game I'm looking for never existed. Note to publishers: if you're going to change the Japanese name, don't rebrand it to a generic word that not only has been used for other games, but also makes it hard to look for in search engines. Better yet, go for something unique or goofy, such as Cameltry, a 1989 Taito arcade game that actually serves as the predecessor to this Nintendo DS release.
The name doesn't make one lick of sense, and the only reference the game makes to a camel is at the title screen, where the M is designed to look like the two-humped animal. But screw it! Cameltry! And for being just a sequence of interconnecting walls, the game does a couple quirky things to warrant a play, like the fact you need to move a blue marble through several mazes by twisting a dial controller, identical to the one used in Taito's other IP, Arkanoid. There's a catch: you use the dial to rotate the maze, not the marble. With this element, you must guide the ball carefully and precisely to each goal, as dragging it along surfaces slows it down, and of course, there's a time limit for added tension. There's also various obstacles along the way, featuring bumpers, blocks that must be destroyed with momentum, barriers that open and close at intervals, blocks that detract time, and speed strips that go in opposite directions.
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Community review by dementedhut (April 09, 2015)
Now if only I had the foresight to submit this OutRun review a day earlier... |
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