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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
\n\n
\n
<\/figure><\/td>\n<\/tr>\n
\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.