The options on the pause screen do the same thing in each version but have different labels. In the US & PAL versions, only Circle works. The Stage Bonus calculation after clearing a stage can be skipped in the Japanese version by pressing Square or Circle. The name change also results in the opening title FMV being omitted from the European version, rather than recreating it to accommodate the new name. Obviously with different names come different title screens. (Source: What Makes A Genius: Intelligent Qube's IQ Algorithm) Regional Differences I.Q. Note that the percentage for a stage isn't applied to your total score, just the points attained on that stage - the game tracks this separately. The number when you either finish the game or die is actually the sum of various percentages applied to points gained throughout the stages. ![]() The method of deriving the IQ score isn't divulged by the game. Some of the existing puzzles have been changed between this early file and the final, but due to the random nature of puzzle selection it's hard to pinpoint exactly which. This results in many standard-block-only puzzles. It's almost twice as large as the final versions but while this "new" data consists of valid puzzles, it is mostly zero bytes. Pressing X goes back or cancels the menu.Įach region contains identical puzzle data, but the Japanese disc has an earlier file with puzzle data at /Enemy/Group.Dat. Don't do it while a demo is playing or you'll be unable to exit the menu.Įach option leads to a submenu if you press Circle. In order to enable it in a much easier manner, use the following GameShark codes and hold L1 while in a stage. Holding those buttons then somehow pressing Start + L1 would have given access to a menu. Unfortunately, one of the control variables of the mode is permanently set to 0 so no amount of controller gymnastics will now activate them. It comes in two parts which would have been activated by holding Down + Triangle + R1 + L2 then pressing other buttons. contains a reasonably sized but half-working debug mode. There’s pretty much no way I could do this without panicking.I.Q. Since I more or less stymied around stage 4 during my playthrough, I decided to look into what the game’s final stage looks like… and I’m now both impressed and terrified. I suppose that’s why IQ’s soundtrack doesn’t quite give off that typical “game music” vibe. ![]() I suspected it was Hitoshi Sakimoto at first – it has a bit of an orchestral FF Tactics/Tactics Ogre vibe to it – but the composer is actually Takayuki Hattori, who actually does a lot of anime and live-action drama music, according to his Wikipedia entry. Readers who were watching the stream I played IQ on can probably remember me making remarks about the music’s quality and wondering who the composer was. Intelligent Qube’s soundtrack goes a distinctly different route, featuring big, bombastic orchestral pieces. Usually when you think of puzzle game music, you think of boppy, catchy tunes that keep you alert while you’re figuring out a solution. What I did really enjoy about the game, however, was its soundtrack, which took me completely by surprise. (That, and I keep getting smooshed.) I can certainly see the appeal, but it’s not for me. Spatial puzzles have never been a strong suit of mine, and keeping track of the positions of multiple cubes and panels and such just kind of overwhelms me after a bit. It’s undeniably a clever, well-designed action/puzzle game, but it just didn’t click with me. But every mistake you make is your own fault: the game is harsh, yet fair. In fact, it’s extremely unforgiving, to the point where even minor mistakes made early on can come back and bite you in the ass later on, and a small slip-up can incur severe penalties. That isn’t to say that Intelligent Qube is easy. ![]() It’s a very interesting game: its rules are somewhat complicated to explain but easy to grasp once you actually start playing. One of the games I drew (out of the four matches I played “officially”) was Intelligent Qube (“Kurushi” 1 in Europe for whatever odd reason), a PSOne title that I’d heard of but hadn’t played before. I plan to write a more detailed post about the event shortly, but for now I can say that it’s something I highly encourage people interested in exploring a wide variety of games to participate in. ![]() Over the last month I participated in the SpeedRunsLive Mystery Game tournament, which just wrapped up this weekend and proved to be an exceptionally fun experience.
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