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protégé, Danny (who recurrently corrects Doc throughout the game), he enters his mind as his subject to C.R.U.S.H., but after a few tests, Danny is trapped inside C.R.U.S.H., where he can collect his lost marbles (which will unlock new dressing gowns/robe designs) and facing his fears in the form of monsters (i.e. cockroaches, slugs). At one point, Doc tells Danny that C.R.U.S.H. will not let Danny out due to "unresolved feelings." The two question that reasoning as they progress. Towards the end, C.R.U.S.H. interrupts contact between Danny and Doc, overly infatuated with Danny. Danny slowly admits to C.R.U.S.H. that she is simply a machine and compares it to "flirting with a parking meter." C.R.U.S.H., infuriated, sends Danny back to his childhood as a result. When Doc comes back into contact with Danny, Danny lashes out at Doc for building a machine "with the heart of a teenage girl" who "LOLd" at him. Doc, calming Danny down, explains how this "subconscious" is not really his, but old data, and suddenly Danny becomes shocked when he realizes he took the place of someone who underwent treatment with C.R.U.S.H. (being the PSP Danny), but "she knows not the same." C.R.U.S.H. really wanted Danny to clear her head. In the ending, Danny finally escapes and is free out of C.R.U.S.H's mind. He and Doc discuss C.R.U.S.H's future, while Doc says that he'll fix her. In a sudden plot twist, it turns out that they were not in the real world at all, but all the levels throughout the game are outside Doc's lab. C.R.U.S.H. smiles and laughs into the camera, she winks and the screen cuts to black.
330:
377:. Crushing can connect and merge platforms on the same visual plane in the 3D view but separated by a large distance, creating pathways across the level in the 2D view. The player can also "uncrush" the level at any time. Certain blocks, when crushed, become either obstacles through which Danny cannot pass, or ledges the player can use to reach other parts of the level. Attempts to crush a level in any manner that would harm Danny are thwarted. However, uncrushing can leave Danny in a helpless state, such as hanging in mid-air.
342:
43:
303:, and facing his primal fears in the form of monsters (i.e. cockroaches, blockwalkers, slugs). Danny starts recounting key moments in his life that may have contributed to his insomnia: Moving into his first apartment and his suffering job as a chef in the city, his love life some few years ago at the beach with a girl named Tina (which unfortunately ended in him being jilted), and the time he went to a local
389:
Once the player completes each level, they are graded by the duration of Danny's stay on the level, how many times Danny "woke up", and a bonus for collecting all marbles, the jigsaw piece, and a hidden thought trophy. The thought trophy, once completed by crushing, unlocks a level's special challenge mode for later play which requires time-limited completion of the level with an allotted number of crushes.
312:, are the real cause of his insomnia. Reubens is disgusted that his treatment was a complete waste and that Danny ruined his machine due to such a petty issue, but tells him he's cured. Right when Reubens begins to snap Danny out of hypnosis, C.R.U.S.H. seems to attack Danny's mind, with Reubens panicking and Danny's life on the line while the screen fades to black.
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bedroom. Levels are mostly composed of platforms formed by blocks. The player's goal in each level is to collect marbles, which give the player points based on their color. The exit from the level is opened once a predetermined number of points have been collected. Danny can crawl into narrow areas and jump a small height.
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caused by worry, stress, and repressed memories. He is admitted to a mental institution for it, where he consults a mad scientist, Dr. Reubens, who treats Danny with his
Cognitive Regression Utilizing pSychiatric Heuristics (C.R.U.S.H.) device, which has a sentient female persona. The device's helmet
905:
s Greg
Orlando, while stating that this was "one of the most novel games ever made", noted that it was "simply not very fun", as it lacked many player incentives beyond manipulating the world and collecting objects on each level. Reviewers noted that some puzzles were awkward due to the selection of
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In an interview, Zoë Mode executive producer Paul
Mottram claimed that the game concept was envisioned in 2002, but work did not actually begin until 2006. The initial concept was built on the crushing mechanism between 2D and 3D, and they only had to create appropriate obstacles to prevent players
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Enemy monsters inhabit the levels, but the player can crush them by flattening impassable blocks against them. The player may also encounter timers in the form of alarm clocks that will begin to elapse when crushed for the first time and can only be stopped when Danny jumps on them. Danny wakes from
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contains ten levels in each of the four locations, all based on an event in Danny's past. The levels represent Danny's mind: a dark city landscape with many tall buildings and the occasional street lamp, a hotel resting aside a seaside location, a dark and mysterious funfair, and a haunted childhood
435:
on the PlayStation
Portable, but Zoë Mode were not able to refine the editor in time for shipping. Mottram said "It would be great to see user generated content and this is something we have been seriously thinking about for the future" and that downloadable content "would work perfectly with the
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can be collected to reveal concept art and extras in the game's menus. Some of Danny's "thoughts", represented by glowing neon icons on the walls of the level, are only activated when the level is crushed in a manner that does not obscure them. Some thoughts allow Danny to jump higher or stop time.
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is a good choice for 3DS fans. While the mechanic may not be as creative as it was a few years ago, it’s still a decent game to check out. If you never saw the PSP version or haven’t played games like Fez or
Echochrome, I’d recommend checking this out to see what crushing is all about." However,
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Doctor 'Doc' Doccerson (instead of
Reubens in the PSP version), is infuriated that all of his inventions failed, but today he 'shall surpass them all' with his latest invention, C.R.U.S.H. He uses a tape recorder for his scientific narrative on the experiment. With the help of his best friend and
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alone as a young boy, where he ended up assaulted by a group of thugs. When Danny returns to the lab a fourth time after none of these prove to be the case, Dr. Reubens snaps at Danny for wearing out his machine further, and regresses Danny all the way to his childhood, when he was only six years
959:
takes a few steps backwards in terms of visual style and presentation. Other than a rather limited and lacklustre selection of new levels and StreetPass features, it also offers very little in the way of brand new bonus content, making it difficult to recommend to anybody familiar with its PSP
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the third best PlayStation
Portable game and the "PSP Puzzle Game of the Year" for its Game of the Year 2007 awards. Similarly, IGN awarded Crush the "Best PSP Puzzle Game", "Most Innovative PSP Game", and "Best PSP Game No One Played" awards in their Game of the Year 2007 selections.
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Mottram stated that the crushing mechanism had been developed and refined for six months before developing the story and characters; the development team wanted to have "a normal person in an impossible situation". The art and level design were inspired by
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won the 2007 Develop
Conference Industry Award for "Best New Handheld IP". According to Paul Mottram, positive reception of the game did not translate into high sales, but the game "will hopefully stick around for a while and continue to shift units".
308:
old, against Danny's own will. In the end, Danny reveals that he was left home alone during his parents' date night, with disturbing shadows of the night leaving Danny traumatized. Danny discovers that his childhood fears at that time, principally his
440:
level structure and I am sure that fans of the game would be eager to see more levels." Mottram has stated they would like to market a sequel based on the highly positive feedback they had received; however, with other Zoë Mode projects such as
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his mental explorations if he falls off the level or too high of a surface, is touched by a monster, or fails to stop a timer, but the C.R.U.S.H. device reinserts him at the start of the level or the last checkpoint Danny passed.
895:
s Dan
Whitehead commented that the game introduces these elements too quickly and "doesn't give you much time to put the basics into practice". Some critics found that elements of the game detracted from the game's uniqueness.
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between four directional side views and a top-down view at any time while in 3D. When in these views, the player can have Danny "crush" the level, collapsing all 3D elements into 2D; crushing from side views results in a 2D
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a score of seven out of ten and called it a "puzzle game that genuinely surprised me at how brain teasing the game actually is." 411Mania's Adam Larck gave it a score of 6.6 out of 10 and said, "For a puzzle game,
886:'s Jeremy Dunham praised the ordering of the puzzle elements, that new gaming elements are introduced at "an ideal pace", and that most puzzles have solutions where the player must "think 'outside the box'".
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We tried to avoid cliched games themes and to look elsewhere for inspiration; Tim Burton and Mike
Mignola helped inspire the art style. Escher and other surrealist artists helped inspire the level design.
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in their list of the 100 most overlooked games of its generation. Editor Jason Fanelli stated that the ability to switch from 2D to 3D was "one of the most unique (at the time) features we’ve ever seen."
2008:
219:, who uses an experimental device to explore his mind and discover the cause of his sleeplessness. Each level of the game, representing events from Danny's life and inspired by artists such as
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Throughout the levels are scattered large spheres and cylinders, which the player can roll when crushed appropriately. These can then be used as platforms or to depress switches.
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is the ability to transpose the layout of a level between 2D and 3D representations to reach seemingly inaccessible areas and solve the game's puzzles. The player can switch the
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received positive reviews upon release, with critics praising its incorporation of this dimension-shifting component alongside other aspects of the game presentation. Though
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349:, with the level "crushed" to 2D. The crushed trophy "thought" symbol (left), a collectible puzzle piece (top right), and a continue point (middle) are also shown.
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views, allowing the player to reach platforms and locations inaccessible from within a different view. This element was noted by critics to be similar to one in
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called the game a "cognitively rewarding, expertly designed puzzle experience that truly plays like nothing else". Reviews were mixed on the game's
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was announced in January 2011 and was made available in January 2012 in Europe; in February 2012 in Australia; and in March 2012 in North America.
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the PlayStation Portable's controls. Reviewers found the game's story poor, but this was overcome by the gameplay elements; Charles Herold of
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won several gaming awards, including PSP game of the month, it failed to meet the developer's sales expectations. A port of the game for the
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said that the game "satisfies the innate gamer need to express the world in easy-to-manipulate numbers and objects."
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424:. The plot was originally more morbid than in the final product, with Danny dying and the rest of the game told as
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shown in the 3D perspective. The multi-colored marbles (bottom right) and a trophy "thought" (left) are visible.
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s Liam Martin gave it three stars out of five and stated: "Despite the five-year gap between releases,
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had not yet been revealed, and thus the team was surprised to learn that it shared a similar feature.
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places Danny under hypnosis, during which he can regain control of his sanity by collecting his
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864:. The PSP version was highly praised for its innovative approach to gameplay. Ryan Davis of
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retain the same gameplay mechanics and premise, the two versions feature different plots.
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said "the minimal story is as forgettable as its puzzles are ingenious." Gus Mastrapa of
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for owing "very little of its novel concept to games that preceded it". Nick Suttner of
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from simply "crushing" across the level. Mottram noted that during the development of
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2237:"[GameTrailers] Game of the year [awards 2007] best PSP game"
1999:"What if You Met the Enemy and It Really Was You, and Then It Happened Again"
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The protagonist of the game, a young man named Danny, suffers from chronic
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gave it a score of three sevens and one six for a total of 27 out of 40.
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s primary gameplay feature involves manipulating each game level between
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a nominee for "Best PSP Game" in its Game of the Year Awards 2007.
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373:-like view, while crushing from the top-down view provides a 2D
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taking precedence, he does not know when this could be.
215:. Its protagonist is Danny, a young man suffering from
2148:"GameSpy's Game of the Year 2007 - PSP Top 10 (Crush)"
1763:. Vol. 275. January–February 2012. p. 86.
1337:
1335:
1277:"Interview: Paul Mottram, Zoë Mode senior producer"
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89:
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61:
49:
35:
1311:"Interview: Crush Executive Producer Paul Mottram"
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2032:"The 100 most overlooked games of the generation"
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964:gets it right where it counts." In Japan, where
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960:counterpart. Despite its shortcomings, however,
2206:"2007 Develop Industry Award Winners Announced"
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856:received "average" reviews, according to the
8:
1344:"Media Consumption: Zoe Mode's Paul Mottram"
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2356:Video games developed in the United Kingdom
2265:: CS1 maint: numeric names: authors list (
1565:: CS1 maint: numeric names: authors list (
1279:. Sega Nerds. June 11, 2007. Archived from
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511:
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471:
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41:
32:
1789:
1787:
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1254:from the original on September 28, 2012
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2247:from the original on November 21, 2020
2042:from the original on February 14, 2014
2011:from the original on September 5, 2012
1619:from the original on September 9, 2015
1592:from the original on November 21, 2020
1558:
1501:
1499:
1181:from the original on February 14, 2012
968:was ported for release under the name
2216:from the original on October 15, 2012
2127:from the original on January 13, 2017
2115:IGN PlayStation Team (May 31, 2007).
2069:from the original on January 13, 2017
1844:from the original on January 13, 2017
1738:from the original on January 13, 2017
1650:from the original on January 18, 2013
1389:from the original on January 13, 2017
1356:from the original on October 17, 2012
1317:from the original on January 13, 2017
1139:from the original on December 4, 2013
1080:from the original on January 12, 2012
508:
468:
7:
2361:Video games inspired by M. C. Escher
2030:Fanelli, Jason (December 19, 2013).
1707:from the original on October 6, 2008
1342:Wallis, Alistair (August 28, 2007).
1002:PSP Game of the Month for May 2007.
852:received "favorable" reviews, while
507:
467:
431:The game levels were developed on a
1912:from the original on April 16, 2012
1514:from the original on April 22, 2016
1508:"Famitsu Review Scores: Issue 1211"
1375:Nakamura, Darren (April 24, 2012).
687:
458:
1879:from the original on July 20, 2015
1473:Phillips, Tom (January 13, 2012).
1456:EGM staff (August 2007). "Crush".
778:PlayStation: The Official Magazine
25:
1997:Herold, Charles (June 14, 2007).
1830:Martin, Liam (January 20, 2012).
1808:from the original on July 6, 2007
1506:Romano, Sal (February 14, 2012).
1441:Edge staff (July 2007). "Crush".
1068:Caoili, Eric (January 19, 2011).
984:Naitomea Pazuru: Kurasshu Surī Dī
815:
628:
2061:Poxon, Ryan (January 20, 2012).
1533:Hamster 4 Sale (June 25, 2007).
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814:
706:
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691:
686:
647:
642:
637:
632:
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2351:Video games about mental health
2204:Boyer, Brando (July 26, 2007).
2175:"IGN Best of 2007 - PSP Awards"
2146:GameSpy staff (December 2007).
1979:from the original on 2012-04-07
1794:Mastrapa, Gus (June 18, 2007).
1699:Hopper, Steven (June 6, 2007).
1676:. June 10, 2007. Archived from
1638:Graziani, Gabe (May 28, 2007).
1485:from the original on 2015-05-18
1408:Edge staff (January 12, 2012).
1240:Whitehead, Dan (May 24, 2007).
1167:Dunham, Jeremy (May 31, 2007).
2235:1Cmanny1 (December 27, 2007).
1934:Suttner, Nick (May 29, 2007).
1200:Keller, Matt (July 21, 2007).
1:
2117:"Game of the Month: May 2007"
1967:Orlando, Greg (August 2007).
1780:. September 2007. p. 79.
1611:Hudak, Chris (June 5, 2007).
1309:Modojo staff (July 9, 2007).
360:The main gameplay feature of
2088:Larck, Adam (May 20, 2012).
1726:Burman, Rob (May 25, 2007).
1125:Davis, Ryan (June 5, 2007).
2173:IGN staff (December 2007).
1580:Kevin S. (March 28, 2012).
1462:. No. 218. p. 84.
1445:. No. 177. p. 93.
1070:"Sega Porting Crush To 3DS"
983:
2382:
2331:PlayStation Portable games
2092:. 411Mania. Archived from
971:Nightmare Puzzle: Crush 3D
2346:Single-player video games
2150:. GameSpy. Archived from
1867:"CRUSH3D for 3DS Reviews"
1832:"'Crush 3D' review (3DS)"
1459:Electronic Gaming Monthly
977:
561:Electronic Gaming Monthly
521:
516:
481:
476:
40:
1107:. p. 4. ULUS-10238.
1101:Crush Instruction Manual
207:studio and published by
2321:Perspective video games
2090:"Crush 3D (3DS) Review"
1902:"Crush for PSP Reviews"
1701:"Crush - PSP - Review"
350:
338:
344:
332:
2185:on December 31, 2007
2154:on December 20, 2007
375:top-down perspective
213:PlayStation Portable
197:puzzle-platform game
80:PlayStation Portable
2096:on January 13, 2017
2065:. The Digital Fix.
1615:. Game Revolution.
1547:on February 2, 2008
1422:on January 14, 2012
1212:on January 18, 2013
978:ナイトメア パズル: クラッシュ 3D
505:
465:
366:third-person camera
2336:Puzzle video games
2316:Nintendo 3DS games
2004:The New York Times
1948:on January 2, 2013
936:s Ryan Poxon gave
909:The New York Times
858:review aggregation
463:
402:, the gameplay of
351:
345:The same level in
339:
201:Kuju Entertainment
1774:"Review: Crush".
1728:"Crush UK Review"
1582:"Crush 3D Review"
1377:"Review: CRUSH3D"
1099:Zoe Mode (2007).
1049:Super Paper Mario
846:
845:
501:
500:
405:Super Paper Mario
247:Super Paper Mario
188:
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16:(Redirected from
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2341:Sega video games
2311:2007 video games
2283:Zoë Mode website
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2181:. Archived from
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1640:"GameSpy: Crush"
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1543:. Archived from
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1475:"Crush3D Review"
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1418:. Archived from
1410:"Crush3D review"
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1208:. Archived from
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1586:Game Revolution
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1535:"Review: Crush"
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1199:
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1105:Sega of America
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931:The Digital Fix
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464:Aggregate score
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173:Puzzle-platform
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27:2007 video game
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2277:External links
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1989:
1959:
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1890:
1855:
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1783:
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1760:Nintendo Power
1749:
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1670:"Crush Review"
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1202:"Crush Review"
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1074:Game Set Watch
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880:learning curve
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763:Nintendo Power
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1801:The A.V. Club
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2249:. Retrieved
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2209:
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2187:. Retrieved
2183:the original
2178:
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2156:. Retrieved
2152:the original
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2120:
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2094:the original
2083:
2071:. Retrieved
2056:
2046:December 20,
2044:. Retrieved
2025:
2013:. Retrieved
2002:
1992:
1981:. Retrieved
1962:
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1946:the original
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1914:. Retrieved
1905:
1881:. Retrieved
1870:
1846:. Retrieved
1835:
1810:. Retrieved
1799:
1775:
1769:
1758:
1757:"Crush 3D".
1752:
1740:. Retrieved
1731:
1721:
1709:. Retrieved
1703:. GameZone.
1694:
1682:. Retrieved
1678:the original
1674:GameTrailers
1664:
1652:. Retrieved
1633:
1621:. Retrieved
1606:
1594:. Retrieved
1575:
1549:. Retrieved
1545:the original
1538:
1528:
1516:. Retrieved
1487:. Retrieved
1478:
1468:
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1424:. Retrieved
1420:the original
1413:
1403:
1391:. Retrieved
1380:
1370:
1358:. Retrieved
1347:
1326:
1319:. Retrieved
1285:. Retrieved
1281:the original
1256:. Retrieved
1245:
1214:. Retrieved
1210:the original
1205:
1195:
1183:. Retrieved
1172:
1141:. Retrieved
1130:
1100:
1094:
1082:. Retrieved
1063:
1047:
1040:
1033:
1021:
1018:GameTrailers
1012:
1007:
999:
998:IGN awarded
997:
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868:appreciated
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718:GameTrailers
716:
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660:
619:
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589:
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433:level editor
430:
418:Mike Mignola
410:
403:
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383:
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359:
353:
352:
346:
334:
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301:lost marbles
293:
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280:Nintendo 3DS
275:
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260:Nintendo 3DS
255:
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245:
230:
229:
191:
190:
189:
129:Nintendo 3DS
128:
124:May 31, 2007
115:May 29, 2007
106:May 25, 2007
93:
84:Nintendo 3DS
63:Publisher(s)
51:Developer(s)
2326:Platformers
2189:January 10,
2158:January 10,
2131:January 10,
2100:January 10,
2036:GamesRadar+
1952:January 10,
1916:January 10,
1848:January 10,
1837:Digital Spy
1812:January 10,
1742:January 10,
1711:January 10,
1684:January 10,
1654:January 10,
1596:January 10,
1551:January 10,
1518:January 10,
1510:. Gematsu.
1426:January 10,
1393:January 10,
1382:Destructoid
1321:January 10,
1258:January 10,
1216:January 10,
1185:January 10,
1084:January 19,
949:Digital Spy
920:GamesRadar+
808:Digital Spy
754:(US) 8.9/10
531:Destructoid
509:Publication
422:M.C. Escher
393:Development
333:A level in
316:3DS version
310:nyctophobia
290:PSP version
225:M.C. Escher
75:Platform(s)
2305:Categories
2015:October 2,
1983:2008-10-02
1906:Metacritic
1872:Metacritic
1489:2015-05-15
1360:October 2,
1313:. Modojo.
1287:August 14,
1143:October 2,
1056:References
1035:Echochrome
862:Metacritic
490:Metacritic
469:Aggregator
426:flashbacks
414:Tim Burton
371:platformer
221:Tim Burton
195:is a 2007
2294:MobyGames
2210:Gamasutra
2063:"Crush3D"
1479:Eurogamer
1349:Gamasutra
1247:Eurogamer
922:included
889:Eurogamer
756:(UK) 8/10
576:Eurogamer
460:Reception
455:Reception
2261:cite web
2251:July 18,
2245:Archived
2220:July 26,
2214:Archived
2125:Archived
2073:July 18,
2067:Archived
2040:Archived
2009:Archived
1977:Archived
1910:Archived
1877:Archived
1842:Archived
1806:Archived
1736:Archived
1705:Archived
1648:Archived
1623:July 18,
1617:Archived
1590:Archived
1512:Archived
1483:Archived
1387:Archived
1354:Archived
1315:Archived
1252:Archived
1179:Archived
1137:Archived
1132:GameSpot
1078:Archived
1028:See also
962:Crush 3D
957:Crush 3D
943:Crush 3D
866:GameSpot
860:website
732:GameZone
662:GameSpot
444:SingStar
325:Gameplay
296:insomnia
278:and its
217:insomnia
211:for the
205:Zoë Mode
168:Genre(s)
56:Zoë Mode
18:Crush 3D
2241:YouTube
1969:"Crush"
1941:1UP.com
1936:"Crush"
1883:May 15,
1796:"Crush"
1644:GameSpy
1540:GamePro
1242:"Crush"
1006:called
1004:GameSpy
992:Famitsu
966:CRUSH3D
938:CRUSH3D
854:CRUSH3D
677:GameSpy
606:GamePro
591:Famitsu
569:8.67/10
305:funfair
284:CRUSH3D
264:CRUSH3D
262:called
179:Mode(s)
90:Release
899:X-Play
786:8.5/10
726:8.9/10
670:8.5/10
614:4.25/5
497:83/100
494:71/100
420:, and
274:While
2289:Crush
1206:PALGN
1022:Crush
1020:made
1013:Crush
1008:Crush
1000:Crush
953:'
934:'
924:Crush
903:'
893:'
870:Crush
850:Crush
596:27/40
512:Score
472:Score
438:Crush
400:Crush
362:Crush
354:Crush
347:Crush
335:Crush
282:port
276:Crush
256:Crush
252:Crush
234:'
231:Crush
192:Crush
36:Crush
2267:link
2253:2017
2222:2007
2191:2017
2160:2017
2133:2017
2102:2017
2075:2017
2048:2013
2017:2008
1975:TV.
1954:2017
1918:2017
1885:2015
1850:2017
1814:2017
1744:2017
1713:2017
1686:2017
1656:2017
1625:2017
1598:2017
1567:link
1553:2017
1520:2017
1443:Edge
1428:2017
1415:Edge
1395:2017
1362:2008
1323:2017
1289:2007
1260:2017
1218:2017
1187:2017
1145:2008
1086:2011
768:7/10
739:9/10
584:8/10
581:7/10
554:7/10
551:7/10
546:Edge
536:6/10
449:Play
447:and
270:Plot
240:and
223:and
209:Sega
68:Sega
2292:at
2179:IGN
2121:IGN
1777:PSM
1732:IGN
1174:IGN
1042:Fez
884:IGN
882:.
875:1UP
842:N/A
798:N/A
783:N/A
771:N/A
751:N/A
746:IGN
736:N/A
723:N/A
682:N/A
667:N/A
611:N/A
599:N/A
566:N/A
539:N/A
523:PSP
518:3DS
483:PSP
478:3DS
203:'s
94:PSP
2307::
2263:}}
2259:{{
2243:.
2239:.
2212:.
2208:.
2177:.
2123:.
2119:.
2038:.
2034:.
2007:.
2001:.
1973:G4
1971:.
1938:.
1926:^
1908:.
1904:.
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1875:.
1869:.
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1840:.
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1559:{{
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1268:^
1250:.
1244:.
1226:^
1204:.
1177:.
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1135:.
1129:.
1113:^
1103:.
1076:.
1072:.
989:)
981:,
801:A−
428:.
416:,
242:2D
238:3D
155:NA
146:AU
137:EU
120:AU
111:NA
102:EU
82:,
2269:)
2255:.
2224:.
2193:.
2162:.
2135:.
2104:.
2077:.
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2019:.
1986:.
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1189:.
1147:.
1088:.
987:)
975:(
655:B
157::
148::
139::
122::
113::
104::
20:)
Text is available under the Creative Commons Attribution-ShareAlike License. Additional terms may apply.