Showing posts with label q. Show all posts
Showing posts with label q. Show all posts

1.11.2010

Q Billion


story | gameplay | my thoughts |
level structure | controls | options

BASIC INFO:
Title ....... Q Billion (North America, Japan)
Players ..... 1-2
Genre ....... puzzle
Subgenre .... spatial reasoning
Platform .... Game Boy (1990)



STORY:
You are a mouse in a house and you seek to get out. But in order to reach the outside, you must make your way through 30 rooms, each with a myriad of stacked boxes. Since you are an obsessive-compulsive mouse, and cannot leave a room that has stacked boxes, you must unstack all the boxes in order to leave the house. Silly mouse.

REAL STORY:
None that I know of.



GAMEPLAY:
The first level attempts to be an explicit tutorial.Q billion is a spatial reasoning game. You are presented with a puzzle in which there are several stacks of boxes. These boxes have numbers representing how tall these stacks are. Your goal is to reduce all stacks to 1 box high. However, there are limitations.

First, you can only push a stack that is 1 box tall.

Second, you can only topple a box that you are directly adjacent to; that is to say, if you want to topple the topmost box on a stack of 4 boxes, you must be sitting on a stack of 3 boxes next to it.

Finally, you cannot topple a stack of boxes, only the topmost box in a stack.

It gets a bit complicated after a while.There is an additional mechanic with magical disappearing blocks, but that is explained better in-game than I could possibly do here.

All in all, this actually makes for a fun puzzle game. I haven't quite played anything else like it, which is a shame, as the game would play MUCH better with modern graphics (the game is presented with a top-down perspective, and the numbers on the boxes are quite nonsensical until you figure out the relationship between them). I'd love to play a sequel that looked like Picross 3D.

1 player mode has a GAME A and GAME B. There is also an editor for constructing your own 1 player puzzles.

GAME A presents you with a series of unique, one-room puzzles. Upon completing the 30th puzzle, you receive a password that unlocks 10 additional puzzles.

Game B is weird.GAME B is a kind of versus mode that you play against the computer AI. Sorta. There are 5 "levels." Upon choosing a level, you are taken to a tic-tac-toe board, where you must choose 1 of the 9 squares, each of which represents a unique puzzle. If you solve the puzzle on this square quickly enough, you get to mark the board with your color. Your goal is to score 3 in a row, and then to win 5 "brackets." It's not all that exciting, except that you get 45 different puzzles out of it.

I have not been able to play using the 2 player mode, which I assume requires a second copy of the game, two Game Boys, and a link cable.



THOUGHTS:
I consider this a hidden gem and a must-play for puzzler fans, particularly retro puzzler fans. This is quite fun and presents some very challenging puzzles.

However, I must note that the visuals are absolutely terrible, and it may take quite some time to figure out what they are trying to depict. This game would be much better with a rotatable isometric viewpoint. I'd love to see a rerelease for iOS or another modern platform.

The music is really obnoxious, too.



LEVEL STRUCTURE:
GAME A has 40 levels. The first 30 are immediately accessible and the last 10 are unlocked with a password (received upon completing the 30th puzzle).

GAME B has 5 selectable "levels," each with 9 unique puzzles. No unlocking is necessary.

All puzzles are non-randomized.



CONTROLS:
D-pad .... move cursor
select ... cancel out of a menu (in some places)
start .... choose menu item
A ........ (in puzzle) push block
B ........ (in puzzle) undo last move



OPTIONS:
In GAME A, you can choose slow, normal, or fast. This controls how responsive the game is to your button presses. I prefer fast.


Quarth


story | gameplay | my thoughts |
level structure | controls | options

BASIC INFO:
Title ....... Quarth
Players ..... 1-2
Genre ....... shooter, puzzle
Subgenre .... vertically-oriented shoot 'em up, tile removal
Platform .... Arcade (1989), Famicom/NES (1990), Game Boy (1990), MSX2 (1990), Sharp X68000 (1990), mobile phone (2005), PS2 (2006), Wii Virtual Console (2010)



STORY:
There is a story to this, I bet. I'm sure it's a paper-thin, Arkanoid-esque story, but it's there. Hell if I know what it is. It's not explained in-game, I don't have the manual, and can't even find a copy online.



GAMEPLAY:
This is a hybrid between a vertically oriented shoot 'em up and tile removal block puzzler.

You are a ship. You shoot things. Enemies advance on you in a set pattern throughout 27 levels.

You shoot puzzle blocks. Your enemies are puzzle pieces formed from similarly shaped blocks. If you shoot at these pieces, your bullets will attach to them, changing their shape. Your goal is to change the shape of enemy pieces so that they form a rectangle, which destroys them.

Score a lot of points to get some power-ups to help you on the more difficult levels. A lightning-bolt shaped power-up will destroy all pieces on screen, while an arrow-shaped power-up will temporarily pause the advancement of enemies so you can destroy them at a more leisurely pace. There's at least one other power-up whose use I haven't yet figured out.



THOUGHTS:
This game is weird and I feel weird after playing it.

Did I just play a puzzle game? I love puzzle games! I love building up giant combos so I can blow up as many bricks as possible. It's like being a kid again, and making a giant tower of blocks so you can knock it down.

Did I just play a 2D vertically oriented shoot-em-up? I thought I hated those. I hate the monotonous rote memorization of enemy patterns, and Quarth certainly has that. It's even worse than a normal scrolling shooter because all the blocking enemies blook blike the blame blocking blocks.

Normal shooters at least let you mash the shoot button, which is nice and cathartic. But Quarth takes away this pleasure. Should you get trigger happy, blocks will stack up too far and crush you. For shame, Quarth! The ability to shooting indiscriminately is one of the few things I like about scrolling shooters!

On the other hand, the enemy in Quarth produce no projectiles and move in a very simple pattern. They're perfectly harmless until, you know, they crush you. Their slow, inexorable, and perfectly predictable advance provides an excellent opportunity to set up a line of kills. It feels good, methodically dispatching each fearsome block in the most efficient manner possible.

In the end, there is only 1 conclusion I can come to about the game: Quarth is weird. I don't know if I can say that like it, but I keep playing it.



LEVEL STRUCTURE:
There are 3 worlds, each with 9 levels. 1-1 is the easiest to beat while 3-9 is the hardest, with difficulty determined by the speed, density, and complexity of "enemy" advancement. You begin the game with access to all 27 levels.



CONTROLS:
D-pad .... move cursor; during a puzzle, press LEFT or RIGHT to move ship and press UP to speed up block advancement
select ... select 1P or 2P match
start .... choose menu item; pause/unpause
A ........ shoot
B ........ use powerup



OPTIONS:
There are 6 ships you can choose from before beginning play. This slightly affects the graphics of the puzzle, and changes the background music.