295:- Advantage cubes are green and should be cleared. Clearing one of these cubes marks its location with a green square. This square can be subsequently triggered to clear the surrounding 3x3 area in one move. Multiple green cubes can be cleared normally, and puzzles usually incorporate advantage cube chains. If a spot is marked by a green square, it cannot be marked in the normal manner until the advantage cube's special feature is triggered. Effective use of advantage cubes is the key to solving puzzles efficiently. But at the same time, the player must make sure that no forbidden cube is included in the marked area (see below).
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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
263:
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is being detonated are worth 200 points each, regardless of if they are being cleared by the player or the advantage cube. At the end of each level, the number of the rows left on the stage is multiplied by 1,000 and added to the score—this score typically has a maximum of 40,000 (Except for the 1st,
749:
While some critics took issue with the lack of a simultaneous multiplayer mode and the presence of graphical glitches and slowdown in spite of the game's undemanding visuals, most concluded that the game's well-balanced, intelligent challenge outweighs its shortcomings. A number of them additionally
785:
that "Frankly, I thought this game looking boring and stupid the first time I saw it. After I played it for 10 minutes, I thought I was right. Then one hour passed, then another. Pretty soon, I was hooked (and majorly surprised, needless to say)." His co-reviewer Howard
Grossman wrote that "True to
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This is the normal game mode of the titular game. However, by beating the game with an IQ of 500 or above or staying in
Survival Mode for 20 minutes or longer, the player unlocks Tektonics. If the player gets a game over, instead of asking to continue playing, the game allows the player to select a
322:
If the player is flattened by rolling cubes, 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
339:
The perfection bonus takes into account how many cube rolls it took to clear all the cubes. From the time the first cube is cleared until the time the last cube is cleared, the counter increments. The immediate consequence of this is that one can mark a spot on the stage and wait to clear it until
400:
of at least 350); however, it is simply a percentage of the score. Total scores for a well-played game without the use of continues are in the order of 1 million points. If the player falls of the stage, the player's progress of the game is displayed and the player is given the option to continue
431:
for Europe in 1999. The game play is similar to the first game, but there are several differences in terms of design, and new challenges are added such as 100 Attack, Survival Mode, and Create. In this game, the new default character is Abel. Unlike the first game, there are different unlockable
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By beating the game multiple times, additional characters that move faster than the default character, are unlocked. Characters include Eliot (the default), Cynthia (Cherry in
Kurushi), and Spike the dog. Each complete play through of the game takes approximately two hours at Level 0 speed, or
335:
and cleared all normal and advantage cubes then they are rewarded 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
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At the beginning of each level the player is put on a stage that has 23-30 rows. (Though the game has a two-player mode, the two players simply take turns.) 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
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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 exceeds that of the block scale, a row of the stage is lost (thereby
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Tektonics is an extra mini-game unlocked after beating the game with an IQ above 500 or playing
Survival Mode for 20 minutes or longer. This mode tests your skills in Kurushi. This is a game mode where the player must face a huge puzzle which lasts for only one set in 20 waves.
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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.
301:- Forbidden cubes are black. These cubes should not be cleared, but should instead be allowed to fall off the stage. For every forbidden cube cleared, a row of the stage is lost, and a perfect score for that wave is no longer possible. In the first
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289:- Normal cubes are usually gray (the same color as the stage cubes you move around on), though this texture can change to some other color depending on the stage reached or on the game's settings. These cubes should be cleared.
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This mode is similar to the normal gameplay. However, the game has no end. The player must survive as long as he can to unlock several characters. Staying in this mode for 20 minutes or longer unlocks
Kurushi Tektonics
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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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about 75 minutes at Level 4 speed. Also, by beating the game once, players can unlock the
Original Mode where they can create their own puzzles. However, IQ and roll counters are not calculated.
305:, if the player captures a Forbidden cube, red marks in the block scale will be cleared. Forbidden Cubes can be marked without being captured by an area surrounded by an Advantage Cube.
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242:, 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.
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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.
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remarked, "Although this doesn't exactly sound like a bundle of laughs, it's actually really fun," though he questioned its value-for-money as compared to games such as
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its name, it's centered around planning and execution rather than simple fast reflexes. There are few last-minute saves and lucky combos to compensate for real 'IQ'."
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1945:
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396:") is ostensibly the player's efficiency in clearing cubes, on a scale of 0 to 999 (for instance, beating the game without using a continue gives you an
502:'s soundtrack, which opts for an eerie orchestral score rather than a typical 'bouncy' puzzle game fare. It was released by Sony Music under the title
245:
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
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1950:
436:. New unlockables include Kimti (a cave man), April (a nurse), Morgan (a military man), Dickson (a basketball player), and Atlas (a polar bear).
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Similar to the
Original Mode of the original IQ (see above) the only difference is that the total number of rotations are calculated.
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When the game is over, either by finishing all the levels or by falling off the stage, the total score is displayed, as well as an
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was a financial success in Japan, having sold 500,000 copies by March 1997 and nearly 750,000 copies by the end of 1997.
779:, which cost only slightly more while offering far more sophisticated graphics and sound. Likewise, Dan Hsu confessed in
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66:
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called it "a wildly challenging and exciting game that manages to provide the perfect mix of reward and frustration."
754:, the game held an aggregate score of 72% based on seven reviews at the time of the site's closure in December 2019.
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A game mode where a player faces 100 singular puzzles with the aim of clearing them within a set number of rotations.
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Critics often commented on how the game seemed unappealing but proved to be highly engaging if given a chance.
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Hobbs, Michael "Substance D"; Cockburn, Andrew "The
Enquirer"; Patterson, Eric L. "Shidoshi" (December 1997).
197:
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393:
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96:
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in 2005, but it is unknown if it was ever released. The game is one of twenty games included on Sony's
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stage from the first up to the farthest stage where the player cleared (8th Stage being the maximum).
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gave the game two 4.5/5 scores for graphics and control, and two 5/5 scores for sound and fun factor.
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42:
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gave the game a positive review, over two months before its release
Stateside. In Japan, however,
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number to clear. If the player clears the cubes in exactly this number of rolls (Perfect in
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several rows of cubes roll over top of it. An initial number of rolls is set as being an
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3rd and Final Stages, their maximum scores are 27,000, 39,000 and 29,000 respectively).
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238:. In the game, the player controls a character who must run around a platform made of
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After each set of blocks is destroyed, if the player did so without destroying any
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1006:"1997 Japan Media Arts Festival Digital Art Excellence Prize: Intelligent Qube"
31:
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352:). If the player clears the cubes in more than this number of rolls (Great in
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A screenshot of gameplay. The player has just triggered an advantage cube.
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Clearing an individual cube is worth 100 points. Cubes cleared while an
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in Japan and Europe. Another mobile phone incarnation was announced by
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156:
1462:"Intelligent Qube Review [date mislabeled as "May 2, 2000"]"
364:), they are given a "True Genius" bonus of 10,000 points (15,000 in
261:
147:
1348:
McNamara, Andy; Anderson, Paul; Reiner, Andrew (September 1997).
348:), they are given a "Brilliant" bonus of 5,000 points (10,000 in
432:
characters in the game, including the original characters from
1504:
1124:[List of Japan Studio works 1998–1994] (in Japanese).
763:
680:
842:, which contains puzzles from all three previously released
798:
named it a runner up for "Puzzle Game of the Year" (behind
1862:"Announcing PlayStation Classic's Full Lineup of 20 Games"
1395:. Vol. 5, no. 12. Metropolis Media. p. 22
1057:"What Makes A Genius - Intelligent Qube's IQ Algorithm"
1088:"New Game From Intelligent Qube Creator Coming To PSP"
1776:(in Japanese). Kadowaka Corporation. February 3, 2004
871:was added to the premium part of PlayStation Plus.
356:), they are given a bonus of 1,000 points (2,000 in
1602:. No. 104. Ziff Davis. March 1998. p. 94.
498:assisted on development. Reviewers often remark on
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105:
95:
85:
75:
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53:
41:
24:
1541:. Vol. 1, no. 2. Ziff Davis. p. 108
490:was designed by Masahiko Sato, a professor at the
1708:"I.Q. REMIX + Intelligent Qube: Import Playtest"
1034:"Intelligent Qube: It's No Frills Fun - Qubed".
926:
1296:EGM staff (January 1998). "Intelligent Qube".
920:
564:
945:gave the game each a score of 87, 88, and 85.
8:
698:
543:
282:The cubes that approach are of three types:
1498:Rignall, Julian "Jaz" (November 17, 1997).
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517:
30:
21:
1926:Multiplayer and single-player video games
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323:the puzzle is the last set on the wave).
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826:in Europe) for the Sony PlayStation and
804:) at their 1997 Editors' Choice Awards.
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1487:
1416:"Intelligent Qube - Playstation Review"
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901:
1512:from the original on November 12, 2020
1472:from the original on February 10, 2005
1455:
1453:
1451:
1449:
1447:
1309:
1307:
1251:"iQ [sic] [JP Import]"
889:PQ2: Practical Intelligence Quotient 2
1841:from the original on October 30, 2021
1718:from the original on October 30, 2021
1687:from the original on December 5, 2009
1675:"Kurushi Final: Mental Blocks (1998)"
1645:"GEIMIN.NET/1997年テレビゲームソフト売り上げTOP100"
1625:from the original on October 30, 2021
1343:
1341:
1162:from the original on October 29, 2021
7:
1946:Sony Interactive Entertainment games
1829:Buchanan, Levi (December 13, 2005).
547:
522:
1746:. IGN Entertainment. Archived from
1738:"I.Q. Mania - PlayStation Portable"
882:PQ: Practical Intelligence Quotient
566:
513:
1872:from the original on June 29, 2019
1868:. Sony Interactive Entertainment.
1810:from the original on June 25, 2009
1538:Official U.S. PlayStation Magazine
1460:Fielder, Joe (November 13, 1997).
1185:"Intelligent Qube for PlayStation"
1102:from the original on June 14, 2010
1067:from the original on April 7, 2016
818:A few sequels were made including
734:received mostly positive reviews.
693:Official U.S. PlayStation Magazine
14:
1831:"Intelligent Qube (Cell Preview)"
746:gave it a score of 23 out of 40.
700:
719:
714:
709:
704:
699:
585:
580:
575:
570:
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36:North American version cover art
1951:Video games developed in Japan
1860:Yee, Mary (October 29, 2018).
1804:Sony Interactive Entertainment
1531:Rybicki, Joe (November 1997).
1152:"I.Q FINAL PERFECT MUSIC FILE"
1126:Sony Interactive Entertainment
846:games, was released in Japan.
828:I. Q. Remix+: Intelligent Qube
1:
1651:(in Japanese). Archived from
1706:Nix, Mark (April 14, 2000).
1300:. No. 102. p. 160.
1055:adeyblue (August 10, 2015).
1044:. November 1997. p. 86.
983:. 2000-12-08. Archived from
824:Kurushi Final: Mental Blocks
492:Tokyo University of the Arts
428:Kurushi Final: Mental Blocks
1931:PlayStation (console) games
1613:IGN staff (June 12, 1997).
1214:"Intelligent Qube - Review"
1122:"JAPANスタジオ作品一覧 1998年~1994年"
927:
504:IQ Final Perfect Music File
232:Sony Computer Entertainment
60:Sony Computer Entertainment
1972:
1598:"Editors' Choice Awards".
1565:Boba Fatt (January 1998).
1414:Cooke, Mark (April 1998).
1936:PlayStation Network games
1600:Electronic Gaming Monthly
1298:Electronic Gaming Monthly
1086:Spencer (June 11, 2010).
1037:Electronic Gaming Monthly
921:
796:Electronic Gaming Monthly
782:Electronic Gaming Monthly
609:Electronic Gaming Monthly
551:
548:
526:
523:
247:Japan Media Arts Festival
29:
1249:Edge staff (June 1997).
911:assisted on development.
1896:I.Q.: Intelligent Qube
1796:"I.Q Intelligent Qube"
1128:. 2021. Archived from
869:I.Q.: Intelligent Qube
850:I.Q.: Intelligent Qube
813:I.Q.: Intelligent Qube
750:praised its music. On
488:I.Q.: Intelligent Qube
434:I.Q.: Intelligent Qube
425:for Japan in 1998 and
303:I.Q.: Intelligent Qube
267:
25:I.Q.: Intelligent Qube
16:1997 puzzle video game
1921:Epics (company) games
1366:on September 11, 1999
928:I.Q Interijento Kyūbu
506:on January 21, 1999.
394:intelligence quotient
392:(a play on the term "
265:
222:in Europe, is a 1997
216:in North America and
207:I.Q: Intelligent Qube
1230:on November 14, 2014
1201:on December 9, 2019.
1012:on December 18, 2007
981:"PlayStation - News"
840:PlayStation Portable
759:Julian "Jaz" Rignall
510:Reception and legacy
310:Additional penalties
1770:"『I.Q』がEZwebに配信される"
1683:. Blue Flame Labs.
1655:on January 23, 2010
1432:on February 6, 2004
1315:"I.Q インテリジェント キューブ"
1212:Sackenheim, Shawn.
1132:on 26 February 2021
862:PlayStation Classic
854:PlayStation Network
852:was re-released on
545:
520:
1956:Japan Studio games
1941:Puzzle video games
1567:"Intelligent Qube"
1533:"Intelligent Qube"
1500:"Intelligent Qube"
1387:"Intelligent Qube"
1350:"Intelligent Qube"
518:
268:
1800:PlayStation Japan
1750:on April 14, 2009
1264:Future Publishing
1224:All Media Network
1096:Enthusiast Gaming
939:Three critics of
728:
727:
541:
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230:and published by
224:puzzle video game
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170:November 17, 1997
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1916:1997 video games
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1866:PlayStation Blog
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1615:"Respect is Due"
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1575:. No. 112.
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1468:. Red Ventures.
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1428:. Archived from
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1362:. Archived from
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1226:. Archived from
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1197:. Archived from
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1156:Sony Music Japan
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1061:Just Let It Flow
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1040:. No. 100.
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1008:. Archived from
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922:I.Q インテリジェントキューブ
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844:Intelligent Qube
732:Intelligent Qube
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500:Takayuki Hattori
419:was released as
213:Intelligent Qube
210:, also known as
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152:January 31, 1997
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122:Takayuki Hattori
81:Tetsuji Yamamoto
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1802:(in Japanese).
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1358:. No. 53.
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1323:(in Japanese).
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1262:. No. 46.
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1195:CBS Interactive
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1158:(in Japanese).
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519:Aggregate score
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333:forbidden cubes
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299:Forbidden cubes
293:Advantage cubes
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71:Kenji Sawaguchi
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1889:External links
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1837:. Ziff Davis.
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1729:
1714:. Ziff Davis.
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1621:. Ziff Davis.
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1508:. Ziff Davis.
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1579:. p. 96
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1266:. p. 94
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1016:September 5,
1014:. Retrieved
1010:the original
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909:Japan Studio
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809:Media Create
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415:A sequel to
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161:October 1997
55:Publisher(s)
43:Developer(s)
1876:October 30,
1845:October 30,
1814:December 5,
1780:December 5,
1754:December 5,
1722:October 30,
1691:December 5,
1659:October 30,
1629:October 30,
1583:October 30,
1545:October 30,
1476:October 30,
1436:October 30,
1426:CraveOnline
1399:October 30,
1370:October 31,
1330:October 30,
1270:October 30,
1234:October 30,
1166:October 29,
1106:October 29,
834:. In 2006,
776:Colony Wars
549:Publication
483:Development
236:PlayStation
198:multiplayer
134:PlayStation
129:Platform(s)
117:Composer(s)
87:Designer(s)
77:Producer(s)
67:Director(s)
1910:Categories
1649:Geimin.net
1516:August 24,
1325:Enterbrain
1092:Siliconera
1042:Ziff Davis
991:2023-04-09
967:References
836:I.Q. Mania
820:I.Q. Final
524:Aggregator
458:100 Attack
278:Cube types
1901:MobyGames
1680:MobyGames
1360:FuncoLand
1071:April 15,
867:In 2022,
515:Reception
449:Tektonics
422:I.Q Final
401:playing.
228:G-Artists
107:Artist(s)
48:G-Artists
1870:Archived
1839:Archived
1808:Archived
1716:Archived
1685:Archived
1623:Archived
1510:Archived
1470:Archived
1466:GameSpot
1160:Archived
1100:Archived
1065:Archived
875:See also
838:for the
830:for the
770:G-Police
669:GameSpot
614:7.875/10
258:Overview
234:for the
179:Genre(s)
1774:Famitsu
1743:GameSpy
1572:GamePro
1392:GameFan
1320:Famitsu
1219:AllGame
1136:1 March
956:GamePro
942:GameFan
789:GamePro
743:Famitsu
645:GameFan
621:Famitsu
559:AllGame
388:. This
372:Scoring
327:Bonuses
317:perfect
219:Kurushi
190:Mode(s)
140:Release
674:6.6/10
638:7.5/10
475:Create
184:Puzzle
1254:(PDF)
896:Notes
626:23/40
552:Score
527:Score
342:ideal
240:cubes
1878:2021
1847:2021
1816:2009
1782:2009
1756:2009
1724:2021
1693:2009
1661:2021
1631:2021
1585:2021
1547:2021
1518:2020
1478:2021
1438:2021
1401:2021
1372:2021
1332:2021
1272:2021
1259:Edge
1236:2021
1168:2021
1138:2021
1108:2021
1073:2016
1018:2007
773:and
686:8/10
602:7/10
597:Edge
417:I.Q.
1899:at
1835:IGN
1712:IGN
1619:IGN
1577:IDG
1505:IGN
764:IGN
761:of
681:IGN
650:87%
537:72%
398:I.Q
390:I.Q
386:I.Q
368:).
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166:NA
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148:JP
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