|System: Wii||Review Rating Legend|
|Dev: Taito/Arcadia||1.0 - 1.9 = Avoid||4.0 - 4.4 = Great|
|Pub: Majesco Entertainment||2.0 - 2.4 = Poor||4.5 - 4.9 = Must Buy|
|Release: Jan.15, 2008||2.5 - 2.9 = Average||5.0 = The Best|
|Players: 1-2||3.0 - 3.4 = Fair|
|ESRB Rating: Everyone 10+||3.5 - 3.9 = Good|
When flying solo, players can choose to free play any of the mini-games or engage in a challenge mode. The latter involves selecting five of the games to play in succession while being critiqued by a rotund green pig at each step of the way. Playing with a friend will extend the life of Furu Furu Park a little further once you've exhausted the limited single-player possibilities; it's actually preferable since you can share in the ridiculousness encountered.
A Free play battle mode also carries over into the multiplayer options, but the two other available modes are a better diversion. Panel Attack throws up a grid of 16 mini-games on the screen, and players will take turns picking a game to do battle in. The winner of each battle captures the square and gets to pick again. Love Challenge is hands-down the most peculiar mode. Afro Love - an afro adorning character whose swanky pad and "let's get to it" style tunes are simply beyond words - plays the host. A male and a female player will be prompted to select five mini-games to compete in. In between games, Afro Love will provide encouraging words and rank your love compatibility based-on how close your scores are to one another.
Control was a major issue in Turn It Around. Furu Furu Park shows a marked improvement, but all the kinks are not quite ironed out completely. Overall, the Wii controls are far better implemented than the ill-fated MawasunderPAD. Only the Wii Remote is necessary for every game, and the controls involve basic actions suitable for all ages to pick up easily. You'll spin the thing around like a crank, shake it fervently, hold it upright and tilt it from side-to side, place it on its side for NES style controls, and point at the screen to manipulate objects, among other non-complex movements. Instructions for each mini-game are given before you begin, and they're often amusing or cryptic. In Super Karate, for example, players must control the "Karate Android" to destroy the "Karate Robot." Executing kung-fu maneuvers and blocking attacks is handled by orienting the Wii Remote vertically or on its left or right side. Dragonfly Hunter requires holding the Wii Remote close to the screen to move a hand in circles to mesmerize the winged insects so they fall off a stump. When a tiny afro guy crashes the party, a press of the A button will flick him away. In Safe Cracker, the Power Ranger-like characters don Mission Impossible gear and drop down in front of a safe dangling from wires. You'll slightly turn the Wii Remote to the appropriate number and click a button to input the code. Unfortunately, controls start to break down on mini-games which require you to hold the controller upright and turn it slightly in one direction or another to turn something on-screen. Sushi Fever, Swan Shooter, and Camel Maze are several examples of games that suffer from this problem; they're frustrating to play as a result.
With the enormous glut of mini-game collections on the Wii, Furu Furu Park struggles to stand out among other similar collections of its kind. A great level of Japanese-inspired humor, charm, and the arcade vibe works in its favor, but there's nothing incredibly new or outstanding about the games. Players seeking something a little out of the norm at a budget price would do well to give a spin. Granted, it's a cheaper and still relatively fun alternative to Wario Ware: Smooth Moves, but in the end you get what you pay for with this one.
CCC Freelance Writer