Mr. Karoshi: Review

Mr. Karoshi is the latest classic free browser game to make the leap into a cheap iPod/iPhone port. Unfortunately it’s cheap in both senses of the word, but don’t let that sway you from picking up this fantastic puzzler – every low-blow puzzle is sandwiched between some fiendishly clever gems, and the whole experience is characterised by a sly dark humour with plenty of original gameplay mechanics to hold your interest. This is also more than a mere port: it’s a smarter, more refined and much more interesting and engaging piece of work than its original browser-based iteration.

“Karoshi” is the Japanese word for overworked businessmen (or salarymen) committing suicide due to stress and overbearing work pressure, which I think we can all agree is perfect subject matter for a computer game. No, really. Play this game and then we’ll all agree on it.

The player controls the titular Mr. Karoshi across 50 levels (about 15 of which are not really levels at all; just jokes or weird quick asides from the game) and must navigate the increasingly brainachingly difficult landscape to find a way to off him in each one.

Mr. Karoshi
You know what to do.

The suicide theme is suitably dark, whether being played for laughs or – occasionally – when looked at with a sort of glum seriousness. It’s certainly not wasted as a concept. Integral to many of the puzzles is Mr. Karoshi’s ‘happiness meter’ – when he’s at his happiest, he can jump the highest, the weather is sweet and all is well, but he can’t quite bring himself to do the deed so you’ll have to find ways to reduce him to depression again. This is all symbolised literally, e.g. killer rows of spikes turn into flowers when Mr. Karoshi is happy so you can’t kill him.

Mr. Karoshi lives in a sort of inverse Mushroom Kingdom; the main difference is that dying is hell of a lot harder than living. Goombas, springs, invisible platforms, 1up mushrooms and princesses all make appearances, although the mushroom is an actual psychotropic drug and the princess figure, Mrs. Karoshi, tends to end each level incinerated, squashed, electrocuted or cut to pieces. She’s actually part of the levels when she’s in them: talking to her will cheer Mr. Karoshi up, killing her will depress him again, so she has to be used tactically and at the right time.

Good job!
Play this game too much and you will start saying 'Good job' at the end of every single sentence.

The 50 stages in the iOS release each take about 5 seconds to complete once you’ve figured them out, or an eternity during the ‘I can’t figure this out’ stage. The game’s only real flaw is that some of the puzzles are not really puzzles at all but deliberately obnoxious roadblocks that will require stupid actions to surpass. One level had me utterly intrigued as to the solution, but I couldn’t figure it out. Eventually I checked a walkthrough. Turns out you hit ‘restart level’ 10 times and then a spring appears from nowhere to catapult you into some spikes. Good job. Stuff like that really lets the game down as it’s often not fair or fun. It occurs more frequently towards the end of the game – as if the designer ran out of ideas – and it’s a shame as the game ends on a bit of a downer as a result. That said the last level ends with a clever parody of a boss fight and a good final joke, so all is forgiven.

One particular upgrade of note for the iOS version is the addition of cleverly paced cut-scenes between the levels. They have a real impact on the experience, adding a lot of comedy and context and making the nasty side of the game a lot more pronounced – a welcome change in my opinion as the uneasy weight of the violent theme in the browser version lacks any kind of punch in comparison. The game is soundtracked by a great bit of repetitive chiptune music that never really gets tiresome and fits the retro graphics well.

One wonderful musical feature is that if the player stops moving Mr. Karoshi and just studies the level to try and figure it out (which you will do on the majority of levels), he puts his headphones on after about ten seconds and starts tapping his feet to the music. At this point the chiptune soundtrack perks up a bit, organically adding new variations and riffs into the equation. Any game that automatically provides me with thinking music is worth the 59p entrance fee just for innovation as far as I’m concerned, and it certainly helps prevent boredom with repetitive music from kicking in.

The controls are suitably responsive on the touch screen -  they use the superior ‘virtual pad’ system instead of the horrible ‘touch where you want to go’ system. You can quit the game quickly at any point with progress saved and swap out the in-game music for your own, and they’ve also included Game Centre and Achievement support. There’s not much more you could ask for from an iOS port. Overall, a couple of flaws in level design will cause frustration but do very little to detract from an otherwise fantastic puzzle game.

You can download the iOS game from the usual place, or  pick up the cruder free browser version here. If you have the hardware for it, the iOS version is vastly superior, so I would recommend that first and foremost.


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Comments

7 responses to “Mr. Karoshi: Review”

  1. GordoP Avatar
    GordoP

    This is certainly a strange game. I've only made it through 12 or 13 levels so far, but I'm not sure how I feel about this game as of yet.

  2. Dylan Avatar
    Dylan

    Keep me updated, I'm intrigued as to what others think. 'Strange' definitely sums up the most noticeable element of its personality.

    1. GordoP Avatar
      GordoP

      I'm sure this isn't the type of update you were looking for, but this is a fantastic game to play while on the john.

      Unfortunately my ancient 3G iPhone of 2 years is having serious battery problems and thus my phone craps out (toilet pun) after about 3-5 minutes of playing any game. So I've only made it through a couple more levels, not because the levels are difficult but because I do sometimes use my phone as a phone and can't have it dying on me because of my games lust.

      I now have the unfortunate pleasure of having to get my battery replaced, after which I will have the fortunate pleasure of sitting on the terlit and playing some more of this.

      1. badgercommander Avatar
        badgercommander

        See, now that is the kind of update I would want for all of my game reviews. both informative in the enjoyment of the game as well as too much information about a reader's personal life. Perfect

        1. ShaunCG Avatar

          I feel that the Japanese have a deep cultural understanding of the intrinsic connections between pooing and suicide.

  3. GordoP Avatar
    GordoP

    So I now have an all new iPhone and I have had a bit of time to give to Mr.Karoshi. Unfortunately I'm now stuck on a level and for the life of me can't figure it out. I remember from your review the annoying bit about resets sometimes revealing the actual solutions but alas not in this case.

    Perhaps it's the subject matter or maybe it's just the very simple mechanics, but this game leaves me with a strange hollowness about it. I do enjoy the puzzles, but I'm hardly enamored by it as I was say, Toki Tori.

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