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Intelligent Qube

I.Q.: Intelligent Qube
Intelligent Qube.jpg
Developer(s) Epics (G-Artists)
Publisher(s) Sony Computer Entertainment
Director(s) Kenji Sawaguchi
Designer(s) Masahiko Sato
Composer(s) Takayuki Hattori
Platform(s) PlayStation, PlayStation Network
Release PlayStation
  • JP: January 31, 1997
  • NA: September 30, 1997
  • EU: October 1997
PlayStation Network
  • JP: December 26, 2007
  • EU: June 16, 2010
Genre(s) Puzzle
Mode(s) Single-player, multiplayer

I.Q.: Intelligent Qube (Intelligent Qube in North America and Kurushi in Europe) is a puzzle game for the PlayStation. In the game, the player controls a character who must run around a platform made of cubes, clearing certain cubes as they approach. Cubes are "cleared" by marking a spot on the stage, waiting for the cube to roll on top of it, and then deactivating the marked spot.

The game was well received by critics. The game performed well commercially in Japan and even won the Excellence Award for Interactive Art at the 1997 Japan Media Arts Festival. A few sequels have been developed and the game has since been re-released on PlayStation Network in Japan and Europe.

At the beginning of each level the player is put on a stage that has 23-30 rows. Then 12-16 rows of the stage are raised. Anywhere between 1 and 4 sets of rows comes at the user at one time. On the first stage, 3 rows of length 4 (12 blocks) come at the user at one time. On the last stage, 14 rows of length 7 (98 blocks) come at the user at one time. When all the blocks in one set are destroyed, more blocks are raised—this happens 3 times, for a total of 4 block risings per level.

If the player ever falls off the stage- either by standing on the final row of the stage as it is eliminated, or by being "avalanched" off by rising blocks- the game is over.

The cubes that approach are of three types:

If normal cubes or advantage cubes fall off the end of the stage without being cleared, the number of fallen cubes will be calculated on the block scale (i.e. a counter is increased by 1). Every time the number of fallen cubes exceed that of the block scale, a row of the stage is lost (thereby reducing the number of rows the cubes have to travel to fall off). This number is equal to the width of the stage minus one. On the first stage, the stage is 4 cubes wide, so the limit is 3; on the final stage, the limit is 6 because the stage is 7 cubes wide. If a normal or advantage cube falls off the end of the stage, that set is not considered perfect (see below).

If the player is flattened by the cubes rolling over him/her, the cubes will race to the end of the stage and fall off. All cubes (including forbidden cubes) will be counted on the block scale, and can make several rows of the stage fall away. The player will then have to face the same set of cubes again (except if the puzzle is the last set on the wave).

After each set of blocks is destroyed, if the player did so without destroying any forbidden cubes and cleared all normal and advantage cubes then they are awarded a bonus for perfection, and an additional row is added to the end of the stage (thereby increasing the number of rows the cubes have to travel to fall off the end of the stage). This is accompanied by a booming "Perfect!" from the game's announcer. Solving puzzles perfectly becomes increasingly important as the game progresses because later puzzles require more rolls, and hence more rows of running space, to complete successfully.


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