
Its release on the Wii therefore is something of a homecoming it finally obtains its fabled tilt sensor in the form of the Wii-mote. It also enables you to send different parts of the blob in different directions although you still control them both by tilting, due to the laws of momentum the smaller blobs move faster than the larger ones so that with some care you can guide them through subtly different routes.Īs the folklore goes, this game was originally intended to be sold with a tilt peripheral on the PSP, but due to market forces this was not to be.

This enables you to colour the different portions and then recombine to create the required complex of colours. This brings us onto the most clever point of the physics and the gameplay you can divide your blob of mercury by rolling into a sharp corner of the maze. This is further complicated by the fact that some doors require a complex mix of colours to access. One of which is the coloured doors which must match the colour of the mercury for you to use. Before you can get there you will have to pass through a variety of obstacles and hazards.
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If you haven’t come across the series before, on its PSP or PS2 outings, you control a maze by tipping and tilting to guide a malleable blob of mercury from the start to the finish. It all comes out of the quality and accuracy of the inherent physics around which the game is built. And all this is delivered without a quirky name, or hair-do, in fact without a body or head at all. It literally oozes identity as it slips over surfaces, flows down walls and pours off drops. This is possibly one of the strongest video game characters I have come across in a long time. MacLean is obviously proud of the little fellow. He, let’s call it a he, is there in the opening credits, he is dancing in the selection menu and at just about every other turn. Let’s get this straight, the blob of mercury you tilt and tip around the maze is thoroughly the star of the game.
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How to best let people play with his new technological toy? However things don’t always turn out how you would have planned them and this is the challenge that may well have faced Archer MacLean with his Mercury project when it was conceived.

It’s much easier to seed a game from an intriguing idea that then demands some technical ingenuity. The problem faced by inventing some new technological gloop is that you then have to invent some contrived scenario in which to put it, to deliver fun to the paying public.
