MEGURI is MIKIRI's second story game. On the Round Road of the Twilight Forest, the colored landmarks travelers leave for each other have turned into rings of white stone. KIRI stands in the center and turns a ring of wings to bounce the afterglow orb back out at the stones. Hit with a wing tip and the orb flies off at an angle.
The color you can break appears at the edge of the screen for under a second. Keep your eyes on the center, where the orb always comes back, and read the signal from the corner of your eye: breaking a matching stone before the signal also shows up in the center earns quick-read points. Across 10 stages you meet IRO, NAGI, YUKI and SUZU, and face TOGE and KUON, who blocked the road for reasons of their own.
▶ MEGURI — Play free nowThe orb gets a little faster from stage to stage. Each stage adds a twist: color signals, a current that bends the orb on its way out, turning rings, mist at the edge, wind bands and, from stage 8, fake signals with a key mark. The rules keep it fair: bounces never change the orb's distance from the center, stones sit well away from the ring of wings, and the last stretch back to the center is always straight and visible.
In MEGURI you read where the orb will come back, turn the ring of wings there first, and choose the next direction by where it hits. The orb bounces off the outer wall and the stones, and always returns to the center.
The color you can break appears at the edge of the screen for under a second. Looking away from the orb in the center makes you miss it, so you end up keeping your eyes on the center and reading the edge from the corner of your eye: a game that uses peripheral vision. If you miss a signal, it also appears in the center after 3 seconds, so you never get stuck.
Bounces never change how far the orb's path passes from the center. Stones sit only on the outside, away from the ring of wings; currents bend the orb only on its way out; mist covers only the outer edge. The last stretch back to the center is always straight and visible. A bot with 0.25 to 0.45 second reaction delays played many runs to make sure no orb is impossible to catch.
Looking at the edge. While your eyes move to the edge, the orb comes back. Keep your eyes near KIRI, and when you sense something at the edge, just pick up its color.
Turning the wrong way. Dragging right turns clockwise. The bottom of the ring moves opposite to your finger, so take a few turns on the first stage to get used to it.
Following a fake signal. From stage 8, KUON's fake signal with a key mark appears at the same time. The real one has IRO's feather mark. If unsure, wait a moment for the color in the center.
Losing the orb in the mist. The mist covers only the outside. Remember where and in which direction the orb went in, and turn the ring toward where it will come out.
The whole screen never flashes. Signals fade in and out, and hitting a boss shows only a short, soft light.
A full run of 10 stages can take 15 to 20 minutes. If your eyes feel tired, take a break on a stage clear screen.
Your score is a score in this game. It is not a medical assessment and does not measure your visual field, eyesight or reflexes. We do not claim that playing improves your eyes or brain.