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{"id":3039790,"date":"2011-07-06T09:29:00","date_gmt":"2011-07-06T07:29:00","guid":{"rendered":"https:\/\/4players.fdpub.de\/allgemein\/cubic_ninja\/3039790"},"modified":"2024-07-18T14:00:28","modified_gmt":"2024-07-18T12:00:28","slug":"cubic_ninja","status":"publish","type":"post","link":"https:\/\/4players.fdpub.de\/test\/cubic_ninja\/3039790","title":{"rendered":"Cubic Ninja (Logik & Kreativit\u00e4t) – Cubic Ninja"},"content":{"rendered":"Blechw\u00fcrfel mit Herz<\/strong>

[GUI_PLAYER(ID=74144,width=450,text=Eigentlich ist der 3DS f\u00fcr das Spielprinzip pr\u00e4destiniert.,align=right)]CCM ist ein tapferer kleiner Ninjaroboter, der die entf\u00fchrte Prinzessin seines Heimatlandes retten will. Doch das Geheimversteck der Kidnapper erstreckt sich \u00fcber insgesamt hundert R\u00e4ume, die mit Hindernissen, Gegnern und Fallen gespickt sind. Sogar blecherne Riesenhunde, -v\u00f6gel und -kr\u00f6ten gilt es am Ende jedes der f\u00fcnf Hauptareale aus dem Weg zu r\u00e4umen. Dabei ist der kleine Ninja weder bewaffnet, noch in der Lage irgendwelche Bewegungen auszuf\u00fchren.

Ob sein beherzter Einsatz von Erfolg gekr\u00f6nt sein wird, liegt vollkommen in der Hand des Spielers, der CCM wie bei einem Kugellabyrinth durch geschicktes Kippen des 3DS an s\u00e4mtlichen Gefahren vorbei zum n\u00e4chsten Ausgang balancieren muss. Unterwegs gesammelte Schriftrollen erlauben zumindest die Aktivierung von insgesamt vier besonderen F\u00e4higkeiten, mit denen man CCM vor\u00fcbergehend verkleinern, s\u00e4mtliche Schalter eines Raums bet\u00e4tigen lassen, Wurfsterne schleudern oder mit einem Schutzschild ausstatten kann. Wer mehrmals hintereinander scheitert, kann diese Fertigkeiten auch ohne gesammelte Schriftrollen aktivieren, so dass man zwar keine Platzierung erh\u00e4lt, aber Frust vermeiden kann.

3D auf Sparflamme<\/strong>

\n
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\"Der<\/figure><\/td>\n<\/tr>\n

Der 3D-Effekt ist trotz Bewegungen in die Tiefe sehr bescheiden.<\/p><\/td>\n<\/tr>\n<\/tbody>\n<\/table><\/figure><\/figure>\nAnsonsten muss man sich an patrouillierenden Gegnern vorbeimogeln, Fallen wie Minen, Stacheln oder Flammenwerfern ausweichen und durch das Ber\u00fchren von Kn\u00f6pfen diverse Mechanismen in Gang setzen. Mal \u00f6ffnen sich dadurch direkt neue Wege, mal muss man erst mit Abrissbirnen oder Sprengs\u00e4tzen, die ebenfalls auf Kippbewegungen reagieren, nachhelfen. Hin und wieder kann man CCM nicht nur hin und her, sondern auch in die Tiefe des Raums rutschen lassen. Der 3D-Effekt ist aber leider sehr m\u00e4\u00dfig, was vermutlich der Bewegungssteuerung geschuldet ist, die durch das st\u00e4ndige Kippen und Drehen des Handhelds nicht immer den optimalen Blickwinkel liefern d\u00fcrfte.

Alternativ ist zwar auch eine im \u00dcbrigen sogar pr\u00e4zisere Steuerung via Schiebepad und Tasten m\u00f6glich, die Darstellung bleibt allerdings dieselbe und generell gibt es an der Bewegungssteuerung nichts gravierendes auszusetzen. Im Lauf des leider sehr minimalistisch pr\u00e4sentierten Abenteuers trifft man immerhin auf bis zu sechs weitere W\u00fcrfelninjas, die \u00fcber individuelle Eigenschaften verf\u00fcgen und CCM in bestimmten Situationen vorzuziehen sind: Der schwere MUSK-L prallt z. B. weniger stark ab, w\u00e4hrend der eisige FROST-T ungebremst Banden entlang schlittert und sich die kleine FEMI-9 elegant durch engste Ritzen zw\u00e4ngt.

Kurz und unspektakul\u00e4r<\/strong>

\n

\n\n\n\n
\"Trotz<\/figure><\/td>\n<\/tr>\n

Trotz interessanter Elemente wie Abrissbirnen mangelt es auf Dauer an Abwechslung und \u00dcberraschungen.<\/p><\/td>\n<\/tr>\n<\/tbody>\n<\/table><\/figure><\/figure>\nAuf Dauer mangelt es dennoch an Abwechslung und Besonderheiten, da das Spektrum an Fallen, Hindernissen und Gegnern sehr \u00fcberschaubar ist und die einzelnen R\u00e4ume sehr kompakt und meist rasch gemeistert sind. Trotz hundert vorgefertigter Abschnitte in f\u00fcnf Themenbereichen wie Feuer, Wind oder Wasser, ist man nach zwei, drei Stunden bereits am Ziel und die Option, bereits gemeisterte R\u00e4ume mit anderen Ninjas nochmals zu bew\u00e4ltigen, um neue Bestzeiten aufzustellen, h\u00e4lt sich trotz spielinterner Erfolge, Highscore-Listen sowie Austauschm\u00f6glichkeit von Geistdaten via generierbarer QR-Codes in Grenzen.

Interessanter ist da schon die M\u00f6glichkeit, via Editor eigene Levels zu basteln, die sich ebenfalls als QR-Codes darstellen und mit Freunden tauschen lassen. Wer keine anderen Cubic Ninja-Spieler kennt, d\u00fcrfte aber schnell die Lust daran verlieren. Eine rege Online-Tauschb\u00f6rse gibt es jedenfalls genauso wenig wie direkte Duelle – dabei h\u00e4tte genau das f\u00fcr die n\u00f6tige Langzeitmotivation sorgen k\u00f6nnen. Auch preislich h\u00e4tte dem unterhaltsamen, aber kurzen und unspektakul\u00e4ren Ninjagekugel eine g\u00fcnstigere Ver\u00f6ffentlichung via eShop vermutlich besser zu Gesicht gestanden.\n\n

\n
\n

Fazit<\/strong><\/h3>\n\n\nDas von klassischen Kugellabyrinthen inspirierte Spielprinzip von Cubic Ninja bietet sich f\u00fcr den 3DS eigentlich geradezu an: Dank Motion Control und 3D-Darstellung lassen sich die charmanten W\u00fcrfelkrieger intuitiv an Fallen und Hindernissen vorbei durch insgesamt hundert R\u00e4ume balancieren. Allerdings ist der Tiefeneffekt sehr bescheiden, die Pr\u00e4sentation geradezu minimalistisch und das alternativ auch via Analogstick m\u00f6gliche Geschubse aufgrund der sehr kompakten Spielabschnitte viel zu schnell vorbei. Unterschiedliche Charaktere, selbst erstellbare Levels sowie spezielle Herausforderungen halten zwar auch dar\u00fcber hinaus bei Laune, aber statt lokalem Datenaustausch via QR-Codes h\u00e4tte man lieber direkte Duelle und eine Online-Tauschb\u00f6rse implementieren sollen. Auch das Preismodell wirkt etwas ungl\u00fccklich – als g\u00fcnstiger Download im eShop w\u00e4ren die sympathischen, aber kurzatmigen W\u00fcrfelninjas sicher besser aufgehoben gewesen…\n<\/div>\n<\/div>\n\n

Wertung<\/strong><\/h3>
3DS<\/div>
3DS<\/div><\/div>
\"\"<\/div>

Unterhaltsame, aber auch sehr kurze und unspektakul\u00e4re W\u00fcrfeladaption klassischer Kugellabyrinthe.<\/p><\/div><\/div> <\/div> \n\n

\n
\n

Pro & Kontra<\/strong><\/h3>\n<\/div>\n<\/div>\n\n\n
\n
\n

Gef\u00e4llt mir<\/h3>\n\n\n
    \n
  • Leveleditor<\/li>\n\n\n
  • zeitloses Spielprinzip<\/li>\n\n\n
  • einfache Handhabung<\/li>\n\n\n
  • Datenaustausch via QR-Codes<\/li>\n\n\n
  • Steuerung via Stick oder Motion Control<\/li>\n\n\n
  • verschiedene Figuren & Spezialf\u00e4higkeiten<\/li>\n\n<\/ul>\n<\/div>\n\n\n\n
    \n

    Gef\u00e4llt mir nicht<\/h3>\n\n\n
      \n
    • mickrige Pr\u00e4sentation<\/li>\n\n\n
    • \u00fcberschaubarer Umfang<\/li>\n\n\n
    • m\u00e4\u00dfiger 3D<\/li>\n\n\n
    • Effekt<\/li>\n\n\n
    • kein Mehrspielermodus<\/li>\n\n<\/ul>\n<\/div>\n<\/div>\n\n

      Versionen & Multiplayer<\/h3>
      • Preis zum Test: 44,90<\/li>
      • Getestete Version: Deutsche Verkaufsversion.<\/li>
      • Sprachen: Deutsche Texte.<\/li>
      • Schnitte: Nein<\/li>
      • Splitscreen: Ja<\/li>
      • Multiplayer & Sonstiges: Kein Mehrspielermodus, lokaler Tausch von Geist- und Leveldaten via QR-Codes.<\/li><\/ul><\/div><\/div>","protected":false},"excerpt":{"rendered":"

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