It's a trite, lazy and annoying thing, when someone describes a work by calling it a mix of other works, but I'm going to do it now anyway: Korokoro Post Nin is like a combination of elements from Cameltry, Paperboy and Sonic the Hedgehog. This really is a description of it at its basest level, though: it's a game where you rotate a maze to move a character inside, and that character is not only tasked with delivering small packages to mailboxes, but her movement speed is also heavily dependent on the slope of the surface on which she's stepping, and the momentum she's built up. So yeah, it's some kind of (possibly post-apocalyptic?) future, and you're a delivery girl working for some kind of robot guy. You're tasked with delivering to every postbox in the area, then getting to the door within the time limit. Although, referring to the game's protagonist as 'you' isn't exactly accurate, as like I mentioned earlier, you actually control the maze in which the delivery girl, postboxes and door exist. It's a mystery why this game was released for the Playstation in 2002, as it's exactly the sort of thing that would have become a beloved cult hit, had it been released on the GBA in the same period. Playing the game is incredibly simple: R1 and L1 turn the maze left and right.
Speedrunning leaderboards, resources, forums, and more! Advertisement (Log in to hide). Korokoro Post Nin 2002. Full-game Leaderboard Level Leaderboard. The Kuroko's Basketball manga had sold nine million units in Japan by September 2012. As of 2013, the manga had sold over 23 million copies. This number grew to 27 million by April 2014. Individual volumes frequently appeared on the lists of best-selling manga in Japan, and many editions have been in the 2012 Top-Selling Manga.
If the ground upon which the delivery girl is standing is a slope, she'll walk down it. If it's a steep slope, she'll run down it (which is not only faster, but also essentially for smashing through certain obstacles).
If there's no ground directly beneath her, she'll fall. The thing is, though, this game is actually a masterclass in old-school game design, by which I mean that it is entirely based around these (and a couple of other) simple rules, and the stages are all tests of both your knowledge of these rules and the precision of your dexterity in pulling them off. On a larger scale, it also introduces new elements every few stages: first there are obstacles, both moving and stationary, which will knock three seconds off your remaining time you you hit them while you're not running.
Next, there are spikes, which you are to avoid altogether, with a brutal penalty of five seconds for each violation. Further than that, I can't tell you about, as I'm just not good enough to get through more than the first couple of stages with spikes.
Aria is Cadence's maternal grandmother. She once used the Golden Lute to cure the sick townsfolk. However, their greed turned them against her, leading her to seek for the help of the Necrodancer on how to destroy the lute. Tricked by him and stabbed in the heart, she was later rescued by her. Crypt of the necrodancer aria run.
However, that's fine, it doesn't feel like an unfair game, or an artificially difficult one.