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Kula World (PS)

£9.9£99Clearance
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The game was selected for the studies because of its score mechanics; with attention drawn to its presentation of line graphs for player score over time, score incentives, risks/rewards, and cult online following around achieving high scores long after release. Completing the bonus stage requires one to 'activate' all the cubes on all platforms by rolling over them. A move constitutes either changing direction, moving forward or jumping (either on the spot/forwards or onto another platform). Kula World (titled Roll Away in North America and KulaQuest ( クーラクエスト, KūraKuesuto) in Japan) is a 3D platform puzzle video game developed by Game Design Sweden AB for the Sony PlayStation, which places the player in control of a Kula beach ball. Additionally, playable demos of Kula World were shipped with PlayStation consoles sold in Europe that year on the "Demo One" disc.

The main objective of the game is to collect keys which unlock the level exits, as well as coins and jewels along the way. Points are deducted if the Kula ball is spiked, captured, melted, burnt by a laser, falls/slides off or simply runs out of time, all of which require the player to restart the level - providing the score has not fallen below zero, in which case, the game ends.The game was nominated for the "Best Puzzle Game" award at the 1998 OPM Editors' Awards, which went to Devil Dice. If you enjoy this free ROM on Emulator Games then you will also like similar titles Super Mario World and FIFA 14 - World Class Soccer.

This continues until one of the players makes a mistake, after which the opponent is awarded a point. In the time trial the players take turns to determine who can complete each stage in the quickest time possible. The game involves making ingenious use of the various types of platforms and surrounding objects, from moving platforms and transporters to bouncing platforms and jumping pills.Various elements and obstacles are introduced as one moves on to new levels, which means that the complexity and level of puzzle solving required gradually increases as the game progresses. The game was used in a series of academic studies presented at the European Conference on Games Based Learning from 2016 to 2019, examining effective gamification in a corporate context. It involves one player starting off making two moves, and the next player then copies those moves and adds two of their own. However, the magazine criticized the game's lack of replay value and the multiplayer mode for not offering split screen gameplay.

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