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I.Q.: Intelligent Qube

I.Q.: Intelligent Qube (I.Q. インテリジェントキューブ, I.Q. Interijento Kyūbu), also known as Intelligent Qube in North America and Kurushi in Europe, is a puzzle video 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.

I.Q.: Intelligent Qube
North American version cover art
Developer(s)G-Artists
Publisher(s)Sony Computer Entertainment
Director(s)Kenji Sawaguchi
Producer(s)Tetsuji Yamamoto
Designer(s)Masahiko Sato
Programmer(s)Yukio Watanabe
Artist(s)Norio Nakamura
Composer(s)Takayuki Hattori
Platform(s)PlayStation
Release
  • JP: January 31, 1997
  • EU: October 1997
  • NA: November 17, 1997[1]
Genre(s)Puzzle
Mode(s)Single-player, multiplayer

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.[2]

Game mechanics edit

Overview edit

 
A screenshot of gameplay. The player has just triggered an advantage cube.

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.[3]) 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.

Cube types edit

The cubes that approach are of three types:

  • Normal cubes - 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.
  • Advantage cubes - 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).
  • Forbidden cubes - Forbidden cubes are black. These cubes should not be cleared, but should instead be allowed to fall off the stage.[3] 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 I.Q.: Intelligent Qube, 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.

Additional penalties edit

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 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 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 the puzzle is the last set on the wave).

Bonuses edit

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 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 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.

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 several rows of cubes roll over top of it. An initial number of rolls is set as being an ideal number to clear. If the player clears the cubes in exactly this number of rolls (Perfect in Kurushi Final), they are given a "Brilliant" bonus of 5,000 points (10,000 in Kurushi Final). If the player clears the cubes in more than this number of rolls (Great in Kurushi Final), they are given a bonus of 1,000 points (2,000 in Kurushi Final). If the player clears the cubes in fewer number of rolls (Excellent in Kurushi Final), they are given a "True Genius" bonus of 10,000 points (15,000 in Kurushi Final).

Scoring edit

Clearing an individual cube is worth 100 points. Cubes cleared while an advantage cube 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, 3rd and Final Stages, their maximum scores are 27,000, 39,000 and 29,000 respectively).

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 I.Q. This I.Q (a play on the term "intelligence quotient") 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 I.Q of at least 350); however, it is simply a percentage of the score.[4] 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 playing.

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 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.

Kurushi Final edit

In 1999, a sequel to I.Q.: Intelligent Qube was released known as Kurushi Final: Mental Blocks (I.Q. Final in Japan). 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 characters in the game, including the original characters from I.Q.: Intelligent Qube. New unlockables include Kimti (a cave man), April (a nurse), Morgan (a military man), Dickson (a basketball player), and Atlas (a polar bear).

Kurushi Final edit

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 stage from the first up to the farthest stage where the player cleared (8th Stage being the maximum).

Tektonics edit

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.

100 Attack edit

A game mode where a player faces 100 singular puzzles with the aim of clearing them within a set number of rotations.

Survival Mode edit

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

Create edit

Similar to the Original Mode of the original IQ (see above) the only difference is that the total number of rotations are calculated.

Development edit

I.Q.: Intelligent Qube was designed by Masahiko Sato, a professor at the Tokyo University of the Arts.[5] Reviewers often remark on Takayuki Hattori'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 IQ Final Perfect Music File on January 21, 1999.[6]

Reception and legacy edit

Intelligent Qube received mostly positive reviews. Game Informer gave the game a positive review, over two months before its release Stateside.[12] In Japan, however, Famitsu gave it a score of 23 out of 40.[11]

While some critics took issue with the lack of a simultaneous multiplayer mode[10][15] and the presence of graphical glitches and slowdown in spite of the game's undemanding visuals,[10][15][16] most concluded that the game's well-balanced, intelligent challenge outweighs its shortcomings.[10][15][16][18] A number of them additionally praised its music.[10][15][18] On GameRankings, the game held an aggregate score of 72% based on seven reviews at the time of the site's closure in December 2019.[7]

Critics often commented on how the game seemed unappealing but proved to be highly engaging if given a chance. Julian "Jaz" Rignall of IGN 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 G-Police and Colony Wars, which cost only slightly more while offering far more sophisticated graphics and sound.[16] Likewise, Dan Hsu confessed in Electronic Gaming Monthly 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 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'."[10] GamePro called it "a wildly challenging and exciting game that manages to provide the perfect mix of reward and frustration."[18][b]

Electronic Gaming Monthly named it a runner up for "Puzzle Game of the Year" (behind Bust-A-Move 3) at their 1997 Editors' Choice Awards.[19]

According to Media Create sales data, I.Q.: Intelligent Qube was a financial success in Japan, having sold 500,000 copies by March 1997 and nearly 750,000 copies by the end of 1997.[20][21]

A few sequels were made including I.Q. Final (Kurushi Final: Mental Blocks in Europe) for the Sony PlayStation and I. Q. Remix+: Intelligent Qube for the PlayStation 2.[22][23] In 2006, I.Q. Mania for the PlayStation Portable, which contains puzzles from all three previously released Intelligent Qube games, was released in Japan.[24]

I.Q.: Intelligent Qube was re-released on PlayStation Network in Japan and Europe.[25][26] Another mobile phone incarnation was announced by Upstart Games in 2005, but it is unknown if it was ever released.[27] The game is one of twenty games included on Sony's PlayStation Classic.[28]

In 2022, I.Q.: Intelligent Qube was added to the premium part of PlayStation Plus.

See also edit

Notes edit

  1. ^ Three critics of GameFan gave the game each a score of 87, 88, and 85.
  2. ^ GamePro gave the game two 4.5/5 scores for graphics and control, and two 5/5 scores for sound and fun factor.

References edit

  1. ^ . 2000-12-08. Archived from the original on 2000-12-08. Retrieved 2023-04-09.
  2. ^ . Archived from the original on December 18, 2007. Retrieved September 5, 2007.
  3. ^ a b "Intelligent Qube: It's No Frills Fun - Qubed". Electronic Gaming Monthly. No. 100. Ziff Davis. November 1997. p. 86.
  4. ^ adeyblue (August 10, 2015). "What Makes A Genius - Intelligent Qube's IQ Algorithm". Just Let It Flow. from the original on April 7, 2016. Retrieved April 15, 2016.
  5. ^ Spencer (June 11, 2010). "New Game From Intelligent Qube Creator Coming To PSP". Siliconera. Enthusiast Gaming. from the original on June 14, 2010. Retrieved October 29, 2021.
  6. ^ "I.Q FINAL PERFECT MUSIC FILE". Sony Music Japan (in Japanese). from the original on October 29, 2021. Retrieved October 29, 2021.
  7. ^ a b . GameRankings. CBS Interactive. Archived from the original on December 9, 2019.
  8. ^ Sackenheim, Shawn. . AllGame. All Media Network. Archived from the original on November 14, 2014. Retrieved October 30, 2021.
  9. ^ Edge staff (June 1997). "iQ [sic] [JP Import]" (PDF). Edge. No. 46. Future Publishing. p. 94. Retrieved October 30, 2021.
  10. ^ a b c d e f EGM staff (January 1998). "Intelligent Qube". Electronic Gaming Monthly. No. 102. p. 160.
  11. ^ a b "I.Q インテリジェント キューブ". Famitsu (in Japanese). Enterbrain. Retrieved October 30, 2021.
  12. ^ a b McNamara, Andy; Anderson, Paul; Reiner, Andrew (September 1997). . Game Informer. No. 53. FuncoLand. Archived from the original on September 11, 1999. Retrieved October 31, 2021.
  13. ^ Hobbs, Michael "Substance D"; Cockburn, Andrew "The Enquirer"; Patterson, Eric L. "Shidoshi" (December 1997). "Intelligent Qube". GameFan. Vol. 5, no. 12. Metropolis Media. p. 22. Retrieved October 30, 2021.
  14. ^ Cooke, Mark (April 1998). . GameRevolution. CraveOnline. Archived from the original on February 6, 2004. Retrieved October 30, 2021.
  15. ^ a b c d e Fielder, Joe (November 13, 1997). "Intelligent Qube Review [date mislabeled as "May 2, 2000"]". GameSpot. Red Ventures. from the original on February 10, 2005. Retrieved October 30, 2021.
  16. ^ a b c d Rignall, Julian "Jaz" (November 17, 1997). "Intelligent Qube". IGN. Ziff Davis. from the original on November 12, 2020. Retrieved August 24, 2020.
  17. ^ Rybicki, Joe (November 1997). "Intelligent Qube". Official U.S. PlayStation Magazine. Vol. 1, no. 2. Ziff Davis. p. 108. Retrieved October 30, 2021.
  18. ^ a b c Boba Fatt (January 1998). "Intelligent Qube". GamePro. No. 112. IDG. p. 96. Retrieved October 30, 2021.
  19. ^ "Editors' Choice Awards". Electronic Gaming Monthly. No. 104. Ziff Davis. March 1998. p. 94.
  20. ^ IGN staff (June 12, 1997). "Respect is Due". IGN. Ziff Davis. from the original on October 30, 2021. Retrieved October 30, 2021.
  21. ^ . Geimin.net (in Japanese). Archived from the original on January 23, 2010. Retrieved October 30, 2021.
  22. ^ "Kurushi Final: Mental Blocks (1998)". MobyGames. Blue Flame Labs. from the original on December 5, 2009. Retrieved December 5, 2009.
  23. ^ Nix, Mark (April 14, 2000). "I.Q. REMIX + Intelligent Qube: Import Playtest". IGN. Ziff Davis. from the original on October 30, 2021. Retrieved October 30, 2021.
  24. ^ . GameSpy. IGN Entertainment. Archived from the original on April 14, 2009. Retrieved December 5, 2009.
  25. ^ "『I.Q』がEZwebに配信される". Famitsu (in Japanese). Kadowaka Corporation. February 3, 2004. Retrieved December 5, 2009.
  26. ^ "I.Q Intelligent Qube". PlayStation Japan (in Japanese). Sony Interactive Entertainment. from the original on June 25, 2009. Retrieved December 5, 2009.
  27. ^ Buchanan, Levi (December 13, 2005). "Intelligent Qube (Cell Preview)". IGN. Ziff Davis. from the original on October 30, 2021. Retrieved October 30, 2021.
  28. ^ Yee, Mary (October 29, 2018). "Announcing PlayStation Classic's Full Lineup of 20 Games". PlayStation Blog. Sony Interactive Entertainment. from the original on June 29, 2019. Retrieved October 30, 2021.

External links edit

intelligent, qube, インテリジェントキューブ, interijento, kyūbu, also, known, intelligent, qube, north, america, kurushi, europe, puzzle, video, game, playstation, game, player, controls, character, must, around, platform, made, cubes, clearing, certain, cubes, they, appr. I Q Intelligent Qube I Q インテリジェントキューブ I Q Interijento Kyubu also known as Intelligent Qube in North America and Kurushi in Europe is a puzzle video 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 I Q Intelligent QubeNorth American version cover artDeveloper s G ArtistsPublisher s Sony Computer EntertainmentDirector s Kenji SawaguchiProducer s Tetsuji YamamotoDesigner s Masahiko SatoProgrammer s Yukio WatanabeArtist s Norio NakamuraComposer s Takayuki HattoriPlatform s PlayStationReleaseJP January 31 1997EU October 1997NA November 17 1997 1 Genre s PuzzleMode s Single player multiplayerThe 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 2 Contents 1 Game mechanics 1 1 Overview 1 2 Cube types 1 3 Additional penalties 1 4 Bonuses 1 5 Scoring 2 Kurushi Final 2 1 Kurushi Final 2 1 1 Tektonics 2 2 100 Attack 2 3 Survival Mode 2 4 Create 3 Development 4 Reception and legacy 5 See also 6 Notes 7 References 8 External linksGame mechanics editOverview edit nbsp A screenshot of gameplay The player has just triggered an advantage cube 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 3 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 Cube types edit The cubes that approach are of three types Normal cubes 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 Advantage cubes 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 Forbidden cubes Forbidden cubes are black These cubes should not be cleared but should instead be allowed to fall off the stage 3 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 I Q Intelligent Qube 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 Additional penalties edit 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 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 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 the puzzle is the last set on the wave Bonuses edit 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 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 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 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 several rows of cubes roll over top of it An initial number of rolls is set as being an ideal number to clear If the player clears the cubes in exactly this number of rolls Perfect in Kurushi Final they are given a Brilliant bonus of 5 000 points 10 000 in Kurushi Final If the player clears the cubes in more than this number of rolls Great in Kurushi Final they are given a bonus of 1 000 points 2 000 in Kurushi Final If the player clears the cubes in fewer number of rolls Excellent in Kurushi Final they are given a True Genius bonus of 10 000 points 15 000 in Kurushi Final Scoring edit Clearing an individual cube is worth 100 points Cubes cleared while an advantage cube 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 3rd and Final Stages their maximum scores are 27 000 39 000 and 29 000 respectively 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 I Q This I Q a play on the term intelligence quotient 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 I Q of at least 350 however it is simply a percentage of the score 4 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 playing 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 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 Kurushi Final editIn 1999 a sequel to I Q Intelligent Qube was released known as Kurushi Final Mental Blocks I Q Final in Japan 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 characters in the game including the original characters from I Q Intelligent Qube New unlockables include Kimti a cave man April a nurse Morgan a military man Dickson a basketball player and Atlas a polar bear Kurushi Final edit 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 stage from the first up to the farthest stage where the player cleared 8th Stage being the maximum Tektonics edit 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 100 Attack edit A game mode where a player faces 100 singular puzzles with the aim of clearing them within a set number of rotations Survival Mode edit 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 Create edit Similar to the Original Mode of the original IQ see above the only difference is that the total number of rotations are calculated Development editI Q Intelligent Qube was designed by Masahiko Sato a professor at the Tokyo University of the Arts 5 Reviewers often remark on Takayuki Hattori 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 IQ Final Perfect Music File on January 21 1999 6 Reception and legacy editReceptionAggregate scoreAggregatorScoreGameRankings72 7 Review scoresPublicationScoreAllGame nbsp nbsp nbsp nbsp nbsp 8 Edge7 10 9 Electronic Gaming Monthly7 875 10 10 Famitsu23 40 11 Game Informer7 5 10 12 GameFan87 13 a GameRevolutionC 14 GameSpot6 6 10 15 IGN8 10 16 Official U S PlayStation Magazine nbsp nbsp nbsp nbsp nbsp 17 Intelligent Qube received mostly positive reviews Game Informer gave the game a positive review over two months before its release Stateside 12 In Japan however Famitsu gave it a score of 23 out of 40 11 While some critics took issue with the lack of a simultaneous multiplayer mode 10 15 and the presence of graphical glitches and slowdown in spite of the game s undemanding visuals 10 15 16 most concluded that the game s well balanced intelligent challenge outweighs its shortcomings 10 15 16 18 A number of them additionally praised its music 10 15 18 On GameRankings the game held an aggregate score of 72 based on seven reviews at the time of the site s closure in December 2019 7 Critics often commented on how the game seemed unappealing but proved to be highly engaging if given a chance Julian Jaz Rignall of IGN 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 G Police and Colony Wars which cost only slightly more while offering far more sophisticated graphics and sound 16 Likewise Dan Hsu confessed in Electronic Gaming Monthly 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 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 10 GamePro called it a wildly challenging and exciting game that manages to provide the perfect mix of reward and frustration 18 b Electronic Gaming Monthly named it a runner up for Puzzle Game of the Year behind Bust A Move 3 at their 1997 Editors Choice Awards 19 According to Media Create sales data I Q Intelligent Qube was a financial success in Japan having sold 500 000 copies by March 1997 and nearly 750 000 copies by the end of 1997 20 21 A few sequels were made including I Q Final Kurushi Final Mental Blocks in Europe for the Sony PlayStation and I Q Remix Intelligent Qube for the PlayStation 2 22 23 In 2006 I Q Mania for the PlayStation Portable which contains puzzles from all three previously released Intelligent Qube games was released in Japan 24 I Q Intelligent Qube was re released on PlayStation Network in Japan and Europe 25 26 Another mobile phone incarnation was announced by Upstart Games in 2005 but it is unknown if it was ever released 27 The game is one of twenty games included on Sony s PlayStation Classic 28 In 2022 I Q Intelligent Qube was added to the premium part of PlayStation Plus See also editPQ Practical Intelligence Quotient PQ2 Practical Intelligence Quotient 2Notes edit Three critics of GameFan gave the game each a score of 87 88 and 85 GamePro gave the game two 4 5 5 scores for graphics and control and two 5 5 scores for sound and fun factor References edit PlayStation News 2000 12 08 Archived from the original on 2000 12 08 Retrieved 2023 04 09 1997 Japan Media Arts Festival Digital Art Excellence Prize Intelligent Qube Archived from the original on December 18 2007 Retrieved September 5 2007 a b Intelligent Qube It s No Frills Fun Qubed Electronic Gaming Monthly No 100 Ziff Davis November 1997 p 86 adeyblue August 10 2015 What Makes A Genius Intelligent Qube s IQ Algorithm Just Let It Flow Archived from the original on April 7 2016 Retrieved April 15 2016 Spencer June 11 2010 New Game From Intelligent Qube Creator Coming To PSP Siliconera Enthusiast Gaming Archived from the original on June 14 2010 Retrieved October 29 2021 I Q FINAL PERFECT MUSIC FILE Sony Music Japan in Japanese Archived from the original on October 29 2021 Retrieved October 29 2021 a b Intelligent Qube for PlayStation GameRankings CBS Interactive Archived from the original on December 9 2019 Sackenheim Shawn Intelligent Qube Review AllGame All Media Network Archived from the original on November 14 2014 Retrieved October 30 2021 Edge staff June 1997 iQ sic JP Import PDF Edge No 46 Future Publishing p 94 Retrieved October 30 2021 a b c d e f EGM staff January 1998 Intelligent Qube Electronic Gaming Monthly No 102 p 160 a b I Q インテリジェント キューブ Famitsu in Japanese Enterbrain Retrieved October 30 2021 a b McNamara Andy Anderson Paul Reiner Andrew September 1997 Intelligent Qube Game Informer No 53 FuncoLand Archived from the original on September 11 1999 Retrieved October 31 2021 Hobbs Michael Substance D Cockburn Andrew The Enquirer Patterson Eric L Shidoshi December 1997 Intelligent Qube GameFan Vol 5 no 12 Metropolis Media p 22 Retrieved October 30 2021 Cooke Mark April 1998 Intelligent Qube Playstation Review GameRevolution CraveOnline Archived from the original on February 6 2004 Retrieved October 30 2021 a b c d e Fielder Joe November 13 1997 Intelligent Qube Review date mislabeled as May 2 2000 GameSpot Red Ventures Archived from the original on February 10 2005 Retrieved October 30 2021 a b c d Rignall Julian Jaz November 17 1997 Intelligent Qube IGN Ziff Davis Archived from the original on November 12 2020 Retrieved August 24 2020 Rybicki Joe November 1997 Intelligent Qube Official U S PlayStation Magazine Vol 1 no 2 Ziff Davis p 108 Retrieved October 30 2021 a b c Boba Fatt January 1998 Intelligent Qube GamePro No 112 IDG p 96 Retrieved October 30 2021 Editors Choice Awards Electronic Gaming Monthly No 104 Ziff Davis March 1998 p 94 IGN staff June 12 1997 Respect is Due IGN Ziff Davis Archived from the original on October 30 2021 Retrieved October 30 2021 GEIMIN NET 1997年テレビゲームソフト売り上げTOP100 Geimin net in Japanese Archived from the original on January 23 2010 Retrieved October 30 2021 Kurushi Final Mental Blocks 1998 MobyGames Blue Flame Labs Archived from the original on December 5 2009 Retrieved December 5 2009 Nix Mark April 14 2000 I Q REMIX Intelligent Qube Import Playtest IGN Ziff Davis Archived from the original on October 30 2021 Retrieved October 30 2021 I Q Mania PlayStation Portable GameSpy IGN Entertainment Archived from the original on April 14 2009 Retrieved December 5 2009 I Q がEZwebに配信される Famitsu in Japanese Kadowaka Corporation February 3 2004 Retrieved December 5 2009 I Q Intelligent Qube PlayStation Japan in Japanese Sony Interactive Entertainment Archived from the original on June 25 2009 Retrieved December 5 2009 Buchanan Levi December 13 2005 Intelligent Qube Cell Preview IGN Ziff Davis Archived from the original on October 30 2021 Retrieved October 30 2021 Yee Mary October 29 2018 Announcing PlayStation Classic s Full Lineup of 20 Games PlayStation Blog Sony Interactive Entertainment Archived from the original on June 29 2019 Retrieved October 30 2021 External links editI Q Intelligent Qube at MobyGames Retrieved from https en wikipedia org w index php title I Q Intelligent Qube amp oldid 1160851668, wikipedia, wiki, book, books, library,

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