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NDS
Yosumin DS
- New Import, In Stock |
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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
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NCS Game Notes
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The music that plays on the title screen features
harmonizing munchkins. At least, they sound like
munchkins.
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A tutorial that's accessible from the main game
screen teaches the ways of corner tapping, enemies
to avoid, and helpful hints.
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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.
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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.
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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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This document is ©NCSX 2007. All rights
reserved. No reproduction in whole or in part of
this document may be made without express written
consent of National Console Support, Inc. |
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