NDS Yosumin DS - New Import, In Stock

NCS Game Synopsis
©NCS» Square snatches Yosumin from its Flash-based origins and plants it on the Nintendo DS where it'll find another rapt audience. Yosumin's all about color matching but not in the way jaded puzzle game players may think. Instead of contiguous color matches or slotted color assemblages, Yosumin's all about the corners. When the playfield appears, stare at the random assortment of blue squares, red stars, green medals, and yellow diamonds. Your job is to use your perceptiveness to find the corners of squares or rectangles that are the same color. For example, if you discern the same-colored corners of a square on the playfield, simply tap on the corners that make up the square and the whole shebang disappears from the screen.

Jan Code: 4988601005388
 

 

NCS Game Notes
»
The music that plays on the title screen features harmonizing munchkins. At least, they sound like munchkins.

» A tutorial that's accessible from the main game screen teaches the ways of corner tapping, enemies to avoid, and helpful hints.

» The playfield spans 9x9 squares in area and the early levels feature three different types of colored units. There's a total of six colored units that may populate the stages as the difficulty ramps up. The smallest corner match possible measures a mere 2x2 but the largest if you can find it spans the entire playfield of 9x9 squares.

» To help players get started, the first level features "shivering" color-units which indicate a corner color match is available. In later levels, one color unit will start shivering to serve as a cue if you take too long to find a match. It's a helpful visual mechanism that trains players to recognize the matches that are possible.

» Instead of tapping all four corners of a perceived square or rectangle, you can simply tap on any two corners that are diagonal from each other. If you prefer working for your winnings, you can tap three corners sequentially and the game engine will recognize that you've tapped correctly.

» If we may offer a suggestion to Square Enix, the visual effect that's shown when a color match is made isn't pleasing enough. The color-units just sort of blink away and new color-units blink into place. That's fine for a Flash-based game but you can make it fancier for the NDS. It doesn't feel like we've accomplished anything when colors just blink into place. We want a visual effect where the new color units drop into place from the top of the screen and land with a thud. Thank you.
 

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