Trioncube

Trioncube, fully titled Kimochiyosa Rensa Puzzle Trioncube (気持ちよさ連鎖パズル トリオンキューブ, Kimochiyo-sa Rensa Pazuru Torionkyūbu) in Japan, is a puzzle video game developed by Bandai Namco Games and released for the Nintendo DS.

Trioncube
North American cover art
Developer(s)Bandai Namco Games
Publisher(s)Bandai Namco Games (Japan)
Namco Bandai Games (North America and Europe)
Producer(s)Hideo Yoshizawa
Designer(s)Kouji Asuna
Composer(s)Ryuichi Takada
Platform(s)Nintendo DS
Release
Genre(s)Puzzle
Mode(s)Single-player, multiplayer

Gameplay

The game is a 'falling block' title, a la Tetris, and features many similar blocks. The objective of the game is to form 3×3 squares to clear blocks and reach a set objective (unless playing in endless mode). Once a 3×3 square has been formed, more pieces can be attached to form more 3×3 squares and clear other blocks on the screen. These chains will remain on screen until a piece is placed which does not add to it.

The single-player section features an arcade mode, a story mode which adds concepts such as useless blocks, and an endless mode. The game also contains two player multiplayer via WiFi, which supports both single-cart and multi-cart play.

Development

Trioncube was developed by Bandai Namco Games. The game was chiefly designed by Kouji Asuna and was produced by Hideo Yoshizawa, known for his work on the Mr. Driller series of puzzle games. The idea for the game came to Asuna while he was at home, watching television after a bath.[4] He had been working on a separate puzzle game at the time and was stuck on how to bring the project together. "Something just clicked in my head as soon as this certain shape appeared on the screen," he explained. "That was the moment Trioncube started to [materialize] in my head."[3] Asuna wanted to make Trioncube unique by emphasizing large combos rather than clearing lines. Asuna considered utilizing the DS touchscreen for moving blocks, but chose not to because "it didn’t really feel natural or make things easier".[3] The game's "cute" aesthetic was also intentional, evolving from a more basic interface to one the design team hoped would appeal to both younger and female players.[4]

Reception

Reception
Aggregate score
AggregatorScore
Metacritic55/100[5]
Review scores
PublicationScore
Eurogamer5/10[6]
GamesRadar+[7]
IGN5.5/10[8]
Nintendo Life8/10[9]

The game is said to be far too easy,[10] with the slow pace of the game giving a lack of challenge and making it dull.[11] ONM mentioned that the game was not as addictive as Tetris, and there were better puzzle games on the DS.

gollark: Not that that worked, apparently?
gollark: I sure love it when I lose track of internal IPs and things mysteriously drop off osmarksnetnet™ and I have to manually nmap my internal network to find them.
gollark: It's *possible* to implement.
gollark: osmarksISA-2028™, bee.
gollark: 1.7361111 mHz.

References

  1. 気持ちよさ連鎖パズル トリオンキューブ [Kimochiyo-sa Rensa Pasuru Trioncube] (in Japanese). Nintendo. Retrieved 2018-01-05.
  2. Surette, Tim (2007-02-28). "Shippin' Out February 19–23: Big names for next-gens, PC". GameSpot. CBS Interactive. Retrieved 2018-01-06.
  3. Burman, Rob (2007-06-05). "Namco: "Anyone can Create Original Games"". IGN. News Corporation. Retrieved 2018-01-06.
  4. Joscelyne, Svend (2007-06-05). "Q&As// Trion Cube Designer: Kouji Asuna". SPOnG. Retrieved 2018-01-05.
  5. "Trioncube". Metacritic. CBS Interactive. Retrieved 2018-01-06.
  6. Tom Bramwell (2007-04-26). "Trioncube". Eurogamer. Retrieved 2018-01-06.
  7. Carolyn Gudmundson (2007-03-16). "Trioncube Review". GamesRadar+. Retrieved 2018-01-06.
  8. "Trioncube Review". IGN. News Corporation. 2007-02-27. Archived from the original on 2016-11-29. Retrieved 2018-01-05.
  9. Damien McFerran (2007-06-08). "Review: Trioncube". Nintendo Life. Retrieved 2018-01-06.
  10. Trioncube for DS Review - DS Trioncube Review
  11. Tom Bramwell (2007-04-26). "Trioncube Review". Eurogamer. Retrieved 2018-01-06.
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