Kula World
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''Kula World'', released as ''Roll Away'' in North America and in Japan, is a puzzle-platform
video game A video game or computer game is an electronic game that involves interaction with a user interface or input device (such as a joystick, game controller, controller, computer keyboard, keyboard, or motion sensing device) to generate visual fe ...
developed by Game Design Sweden AB and published by
Sony Computer Entertainment Sony Interactive Entertainment LLC (SIE) is an American video game and digital entertainment company that is a major subsidiary of Japanese conglomerate Sony, Sony Group Corporation. It primarily operates the PlayStation brand of video game co ...
for the
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. Sony's subsidiary
Psygnosis Psygnosis Limited (; known as SCE Studio Liverpool or simply Studio Liverpool from 1999) was a British video game developer and Video game publisher, publisher headquartered at Wavertree Technology Park in Liverpool. Founded in 1984 by Ian Het ...
released the game in North America. The player character, a kula beach ball, collect keys to unlock the level exits, as well as coins and jewels along the way. The game makes use of alternating
physics Physics is the scientific study of matter, its Elementary particle, fundamental constituents, its motion and behavior through space and time, and the related entities of energy and force. "Physical science is that department of knowledge whi ...
, changing the direction of gravity as the ball moves. It was the only video game to be developed by Game Design Sweden AB, who would later be more well-known for launching Netbabyworld.


Gameplay

Various elements and obstacles are introduced as one moves on to new levels, which means that the complexity and level of
puzzle A puzzle is a game, problem, or toy that tests a person's ingenuity or knowledge. In a puzzle, the solver is expected to put pieces together ( or take them apart) in a logical way, in order to find the solution of the puzzle. There are differe ...
solving required gradually increases as the game progresses. 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. Bonus levels can be unlocked by gathering five fruits (one available in each stage). If one enters a bonus level, the word "BONUS" appears. Completing the bonus stage requires one to 'activate' all the cubes on all platforms by rolling over them. The bonus stages also become more complex as the game progresses. Points are awarded when the player collects keys, treasures, and fruits and also when they complete levels. 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. A two-player mode is available, with two variations of the game. A time trial and a version called "copycat". In the time trial the players take turns to determine who can complete each stage in the quickest time possible. The "copycat" version is a kind of memory tester. It involves one player starting off making two moves, and the next player then copies those moves and adds two of their own. The first player then has to copy all of the moves so far and add two more moves at the end. This continues until one of the players makes a mistake, after which the opponent is awarded a point. A move constitutes either changing direction, moving forward or jumping (either on the spot/forwards or onto another platform).


Release

The game was released in 1998. Additionally, playable demos of ''Kula World'' were shipped with PlayStation consoles sold in Europe that year on the "Demo One" disc.


Reception

''Kula World'' received generally positive reviews from video game publications. ''
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'' praised the game for gradually introducing new challenges as the player advances through the stages, comparing the game's progression to a "good Nintendo title", but criticized the game's lack of
replay value Replay value (or, colloquially, replayability) is the potential of a video game or other media products for continued play value after its first completion. Factors that can influence perceived replay value include the game's extra characters, se ...
and the multiplayer mode for not offering
split screen Split screen may refer to: * Split screen (computing), dividing graphics into adjacent parts * Split screen (video production), the visible division of the screen * ''Split Screen'' (TV series), 1997–2001 * Split screen, a focusing screen in a ...
gameplay. ''
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'' was critical to the game's import, saying that the players must always play the same worlds in the same order, greatly hindering replayability, and called the title more as a rental or trade-in. In Japan, ''
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'' gave it a score of 29 out of 40. The game was nominated for the "Best Puzzle Game" award at the 1998 '' OPM'' Editors' Awards, which went to '' Devil Dice''.


Use in academia

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 Gamification is the process of enhancing systems, services, organisations and activities through the integration of game design elements and principles in non-game contexts. The goal is to increase user engagement, motivation, competition and ...
in a corporate context. 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.


Notes


References


External links

* {{moby game, id=/roll-away 1998 video games 3D platformers Marble video games Multiplayer and single-player video games PlayStation (console) games PlayStation (console)-only games Psygnosis games Puzzle-platformers Sony Interactive Entertainment games Video games developed in Sweden