I.Q.: Intelligent Qube

Last updated

I.Q.: Intelligent Qube
Intelligent Qube.jpg
North American version cover art
Developer(s) G-Artists [a]
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

I.Q.: Intelligent Qube [b] , also known as Intelligent Qube in North America and Kurushi in Europe, is a 1997 puzzle video game developed by G-Artists and published by Sony Computer Entertainment 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.

Contents

The game was well received by critics. The game performed well commercially in Japan and won the Excellence Award for Interactive Art at the 1997 Japan Media Arts Festival. [2]

Game mechanics

Overview

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

The cubes that approach are of three types:

Additional penalties

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

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

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

A sequel to I.Q. was released as I.Q Final for Japan in 1998 and Kurushi Final: Mental Blocks for Europe in 1999. 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

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

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

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

Survival Mode

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

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

Development

I.Q.: Intelligent Qube was designed by Masahiko Sato, a professor at the Tokyo University of the Arts. [5] Sony Computer Entertainment Japan assisted on development. [6] 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. [7]

Reception and legacy

Intelligent Qube received mostly positive reviews. Game Informer gave the game a positive review, over two months before its release Stateside. [13] In Japan, however, Famitsu gave it a score of 23 out of 40. [12]

While some critics took issue with the lack of a simultaneous multiplayer mode [11] [16] and the presence of graphical glitches and slowdown in spite of the game's undemanding visuals, [11] [16] [17] most concluded that the game's well-balanced, intelligent challenge outweighs its shortcomings. [11] [16] [17] [19] A number of them additionally praised its music. [11] [16] [19] 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. [8]

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. [17] 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'." [11] GamePro called it "a wildly challenging and exciting game that manages to provide the perfect mix of reward and frustration." [19] [d]

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. [20]

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. [21] [22]

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. [23] [24] In 2006, I.Q. Mania for the PlayStation Portable, which contains puzzles from all three previously released Intelligent Qube games, was released in Japan. [25]

I.Q.: Intelligent Qube was re-released on PlayStation Network in Japan and Europe. [26] [27] Another mobile phone incarnation was announced by Upstart Games in 2005, but it is unknown if it was ever released. [28] The game is one of twenty games included on Sony's PlayStation Classic. [29]

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

See also

Notes

  1. Sony Computer Entertainment Japan assisted on development.
  2. I.Q インテリジェントキューブ, I.Q Interijento Kyūbu
  3. Three critics of GameFan gave the game each a score of 87, 88, and 85.
  4. GamePro gave the game two 4.5/5 scores for graphics and control, and two 5/5 scores for sound and fun factor.

Related Research Articles

<i>Tetris Attack</i> 1995 video game

Tetris Attack, also known as Panel de Pon in Japan, is a puzzle video game developed by Intelligent Systems and published by Nintendo for the Super Nintendo Entertainment System. A Game Boy version was released a year later. In the game, the player must arrange matching colored blocks in vertical or horizontal rows to clear them. The blocks steadily rise towards the top of the playfield, with new blocks being added at the bottom. Several gameplay modes are present, including a time attack and multiplayer mode.

<i>Tetris Worlds</i> 2001 video game

Tetris Worlds is a version of the video game Tetris. Originally released in 2001 for Microsoft Windows and Game Boy Advance, it was later released for Xbox, GameCube, and PlayStation 2 in 2002. In 2003, an Xbox Live version titled Tetris Worlds Online and a single-disc compilation version were released for the Xbox. The latter was bundled with Xbox systems.

<i>Q*bert</i> 1982 video game

Q*bert is an arcade video game developed and published for the North American market by Gottlieb in 1982. It is a 2D action game with puzzle elements that uses isometric graphics to create a pseudo-3D effect. The objective of each level in the game is to change every cube in a pyramid to a target color by making Q*bert, the on-screen character, hop on top of the cube while avoiding obstacles and enemies. Players use a joystick to control the character.

<i>Pokémon Puzzle Challenge</i> 2000 video game for the Game Boy Color

Pokémon Puzzle Challenge is a puzzle video game developed by Intelligent Systems and published by Nintendo for the Game Boy Color. Released in Japan on September 21, 2000; in North America on December 4, 2000; and in PAL regions on June 15, 2001, it is the second Pokémon-themed entry in the Puzzle League series. While its Nintendo 64 counterpart Pokémon Puzzle League is visually based on the Pokemon anime, Puzzle Challenge instead draws inspiration from the Pokémon Gold and Silver games. The game features multiple modes of play and support for competitive play between two players. Puzzle Challenge was later digitally re-released via the Nintendo 3DS's Virtual Console line on November 6, 2014.

<i>Einhänder</i> 1997 video game

Einhänder is a scrolling shooter video game developed and published by Square for the PlayStation. It was released in Japan on November 20, 1997 and in North America on May 5, 1998 by Sony Computer Entertainment. It was also re-released for the Japanese PlayStation Network on June 25, 2008. The name Einhänder is German and denotes a type of sword that is wielded with one hand, here used to refer to the single manipulator arm possessed by the player's spacecraft.

<i>Super Puzzle Fighter II Turbo</i> 1996 video game

Super Puzzle Fighter II Turbo, released in Japan as Super Puzzle Fighter II X, is a tile-matching puzzle video game released in 1996 for the CP System II (CPS2) arcade board, by Capcom and its Capcom Coin-Op division. The game's title is a play on Super Street Fighter II Turbo, as there were no other Puzzle Fighter games at the time, and the game includes music and interface elements spoofing the Street Fighter Alpha and Darkstalkers games. It was a response to Sega's Puyo Puyo 2 that had been sweeping the Japanese arcade scene.

<i>Aqua Aqua</i> 2000 video game

Aqua Aqua is a puzzle video game developed by Zed Two, the studio of Ste and John Pickford, for the PlayStation 2. It was published late 2000 by Imagineer in Japan, and by The 3DO Company in North America and SCi Games in Europe. It is the sequel to Wetrix (1998) and has very similar gameplay; the player, on a landscape, uses Uppers to create walls for enclosures that hold flying water bubbles, contending with hazards like rainstorms, bombs, and ice cubes in the process.

<i>Pac-Attack</i> 1993 puzzle video game

Pac-Attack, also known as Pac-Panic, is a 1993 falling-tile puzzle video game developed and published by Namco for the Super Nintendo Entertainment System and Sega Genesis. Versions for the Game Boy, Game Gear and Philips CD-i were also released. The player is tasked with clearing out blocks and ghosts without them stacking to the top of the playfield — blocks can be cleared by matching them in horizontal rows, while ghosts can be cleared by placing down a Pac-Man piece that can eat them. It is the first game in the Pac-Man series to be released exclusively for home platforms.

<i>Nintendo Puzzle Collection</i> 2003 video game

Nintendo Puzzle Collection is a 2003 video game compilation developed by Intelligent Systems and published by Nintendo for the GameCube. It was released only in Japan. It includes updated versions of three Nintendo-published puzzle video games released for older systems — Yoshi's Cookie (1992), Panel de Pon (1995), and Dr. Mario 64 (2001) — featuring updated graphics and music, alongside four-person multiplayer. The player can download one of the games to their Game Boy Advance via the GameCube – Game Boy Advance link cable.

<i>Kirbys Star Stacker</i> 1997 video game

Kirby's Star Stacker is a 1997 puzzle video game developed by HAL Laboratory and published by Nintendo for the Game Boy.

<i>Tetris Plus</i> 1996 video game

Tetris Plus is a puzzle video game developed and by Jaleco for arcades in 1996, and ported to the Sega Saturn, PlayStation and Game Boy later that year. The game would be followed by a sequel, Tetris Plus 2, in 1997. Ports were to be developed for the Atari Jaguar and Nintendo 64 but these were never released.

<i>Devil Dice</i> 1998 video game

Devil Dice, known in Japan as XI, pronounced[sai], is a puzzle video game developed by Shift and published by Sony Computer Entertainment for the PlayStation. It was released in Japan in 1998 and Europe in 1999, and by THQ in North America in 1998. The game is a million-seller and a demo version was released as a PlayStation Classic game for the PlayStation 3 and PlayStation Portable (PSP) on 7 November 2007.

<i>Lumines Live!</i> 2006 video game

Lumines Live! is a 2006 puzzle video game developed by Q Entertainment for the Xbox 360. It was released worldwide in October 2006 and in Japan in March 2007. The objective of the game is to move and rotate 2×2 blocks to form colored squares of the same color. Points are awarded to the player when the Time Line erases the colored squares. Lumines Live! introduces online multiplayer, Xbox Live achievements, and a leaderboard.

<i>Magical Tetris Challenge</i> 1998 video game

Magical Tetris Challenge is a 1998 puzzle video game by Capcom for the arcade, Nintendo 64, Game Boy Color, and PlayStation. It is a version of Tetris featuring Disney characters. It is one of the few Nintendo 64 games to be entirely in 2D, in addition to being Capcom's first game for the console. The Japanese arcade cabinet and cover art was done by Kenichi Sudo, while the North American cover art was done by Robert Griggs.

<i>Mr. Driller Drill Land</i> 2002 video game

Mr. Driller Drill Land is a 2002 puzzle video game developed and published in Japan by Namco for the GameCube. It is the fifth entry in the Mr. Driller video game series, and the second developed for a Nintendo platform following Mr. Driller A. Controlling one of seven characters, the player must make it to the bottom of each stage by destroying colored blocks, which can connect to each other and form chain reactions. The game is divided into five different modes themed as amusement park attractions, which feature new mechanics such as enemies, items and different block types.

<i>Planet Puzzle League</i> 2007 video game

Planet Puzzle League, known as Puzzle League DS in Europe, and as Panel de Pon DS in Japan, is a video game for the Nintendo DS handheld video game console in the Puzzle League Panel de Pon visual matching puzzle game series. In North America, Planet Puzzle League is part of the Touch! Generations brand; in Japan, Panel de Pon DS is marketed in the general Touch! brand. The publisher for the game is Nintendo, and the developer is Nintendo's second-party developer Intelligent Systems, creator of the original Panel de Pon and its cult classic English-language adaptation Tetris Attack. The game was released in Japan on April 26, 2007 in North America on June 4, 2007, and in Europe on June 29, 2007.

<i>Kula World</i> 1998 video game

Kula World, released as Roll Away in North America and KulaQuest in Japan, is a puzzle-platform video game developed by Game Design Sweden AB and published by Sony Computer Entertainment for the PlayStation. Sony's subsidiary Psygnosis released the game in North America. The player character, a beach ball, collect keys to unlock the level exits, as well as coins and jewels along the way. The game makes use of alternating physics, changing the direction of gravity as the ball moves. It was the only video game to be developed by Game Design Sweden AB, who would later be more well-known for launching Netbabyworld.

<i>Lumines Supernova</i> 2008 video game

Lumines Supernova is a puzzle video game, the fourth main entry in the Lumines series. The game was published and developed by Q Entertainment with original series creator Tetsuya Mizuguchi as the game designer and Katsumi Yokota as director. The game was released on the PlayStation Network in December 2008 for Japan and North America. The objective of the game is to arrange 2×2 blocks varying between two colors into same-colored squares by moving them, rotating, and dropping them in a 16×10 playing field while a timeline sweeps from left to right and clears the completed squares and awards points to the players. It features all of the previous game modes that Lumines Live! implemented except for online multiplayer, as well as an expanded version of the Sequencer from Lumines II and a new mode, DigDown Mode. Lumines Supernova was received positively among reviewers, with some adding it to their Top-rated lists. However, the game was criticized for the lack of online multiplayer that was previously introduced in the series.

<i>Bombastic</i> (video game) 2002 video game

Bombastic, known in Japan as XI Go (XIゴ), is a puzzle video game developed by Shift and published by Sony Computer Entertainment for the PlayStation 2. It was released outside Japan by Capcom. It is the sequel to Devil Dice.

<i>Q.U.B.E.</i> 2011 video game

Q.U.B.E. is a physics-based puzzle video game developed and published by Toxic Games, with help from Indie Fund, a group of independent game developers. The game, an expansion of a student project by the founding members of Toxic Games, was released for Microsoft Windows through a number of digital distribution platforms, first through Desura on 17 December 2011 and then through Steam on 6 January 2012. An OS X port was later released in December 2012 through Steam and Desura.

References

  1. "PlayStation - News". December 8, 2000. Archived from the original on December 8, 2000. Retrieved April 9, 2023.
  2. "1997 Japan Media Arts Festival Digital Art Excellence Prize: Intelligent Qube". Archived from the original on December 18, 2007. Retrieved September 5, 2007.
  3. 1 2 "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. Archived 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. Archived from the original on June 14, 2010. Retrieved October 29, 2021.
  6. "JAPANスタジオ作品一覧 1998年~1994年" [List of Japan Studio works 1998–1994] (in Japanese). Sony Interactive Entertainment. 2021. Archived from the original on February 26, 2021. Retrieved March 1, 2021.
  7. "I.Q FINAL PERFECT MUSIC FILE". Sony Music Japan (in Japanese). Archived from the original on October 29, 2021. Retrieved October 29, 2021.
  8. 1 2 "Intelligent Qube for PlayStation". GameRankings . CBS Interactive. Archived from the original on December 9, 2019.
  9. Sackenheim, Shawn. "Intelligent Qube - Review". AllGame . All Media Network. Archived from the original on November 14, 2014. Retrieved October 30, 2021.
  10. Edge staff (June 1997). "iQ [sic][JP Import]" (PDF). Edge . No. 46. Future Publishing. p. 94. Retrieved October 30, 2021.
  11. 1 2 3 4 5 6 EGM staff (January 1998). "Intelligent Qube". Electronic Gaming Monthly. No. 102. p. 160.
  12. 1 2 "I.Q インテリジェント キューブ". Famitsu (in Japanese). Enterbrain . Retrieved October 30, 2021.
  13. 1 2 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.
  14. 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.
  15. Cooke, Mark (April 1998). "Intelligent Qube - Playstation Review". GameRevolution . CraveOnline. Archived from the original on February 6, 2004. Retrieved October 30, 2021.
  16. 1 2 3 4 5 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.
  17. 1 2 3 4 Rignall, Julian "Jaz" (November 17, 1997). "Intelligent Qube". IGN . Ziff Davis. Archived from the original on November 12, 2020. Retrieved August 24, 2020.
  18. Rybicki, Joe (November 1997). "Intelligent Qube". Official U.S. PlayStation Magazine . Vol. 1, no. 2. Ziff Davis. p. 108. Retrieved October 30, 2021.
  19. 1 2 3 Boba Fatt (January 1998). "Intelligent Qube". GamePro . No. 112. IDG. p. 96. Retrieved October 30, 2021.
  20. "Editors' Choice Awards". Electronic Gaming Monthly. No. 104. Ziff Davis. March 1998. p. 94.
  21. IGN staff (June 12, 1997). "Respect is Due". IGN. Ziff Davis. Archived from the original on October 30, 2021. Retrieved October 30, 2021.
  22. "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.
  23. "Kurushi Final: Mental Blocks (1998)". MobyGames . Blue Flame Labs. Archived from the original on December 5, 2009. Retrieved December 5, 2009.
  24. 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.
  25. "I.Q. Mania - PlayStation Portable". GameSpy . IGN Entertainment. Archived from the original on April 14, 2009. Retrieved December 5, 2009.
  26. "『I.Q』がEZwebに配信される". Famitsu (in Japanese). Kadowaka Corporation. February 3, 2004. Retrieved December 5, 2009.
  27. "I.Q Intelligent Qube". PlayStation Japan (in Japanese). Sony Interactive Entertainment. Archived from the original on June 25, 2009. Retrieved December 5, 2009.
  28. Buchanan, Levi (December 13, 2005). "Intelligent Qube (Cell Preview)". IGN. Ziff Davis. Archived from the original on October 30, 2021. Retrieved October 30, 2021.
  29. 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.