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| File: kurushi.txt         Date: 02 / 02 / 2000     Version: 1.5.1  |
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                           __      ________
                          / /     / ____  /
                         / /     / /   / /
                        / /     / /   / /
                       / / __  / /___/ /  __
                      /_/ /_/ /______  \ /_/
                                     \__\

                 I N T E L L I G E N T   Q U B E


                              A.K.A
        _    _
       / \  / \
       | |  | |  _   _   _____   _   _   _____   _   _   _
       | |_/ /  / \ / \ /  _  \ / \ / \ /  ___| / \ / \ / \
       |  _ <   | | | | | | \_/ | | | | | |___  | |_| | | |
       | | \ \  | | | | | |     | | | | \___  \ |  _  | | |
       | |  | | | |_| | | |     | |_| |  ___| | | | | | | |
       \_/  \_/ \_____/ \_/     \_____/ |_____/ \_/ \_/ \_/

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| FILE INFORMATION                                                   |
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   Version:     1.5.1
   Date:        02/02/00
   Email:       [email protected]
   Website:     www.oddco.com

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| COPYRIGHT INFORMATION - READ IT LEECHERS!!!                        |
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   This file and it's contents is not to be reproduced in any other
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permission to host this FAQ on any other site.  This is because I want
people to see the latest version and not a FAQ that is 10 versions
behind.  This causes great stress when people ask you questions from
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   If you find this file on any other site than the sites below, they
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   OFFICIAL HOST SITES:

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| UPDATE INFORMATION                                                 |
·--------------------------------------------------------------------·
   Always you will be able to find the newest update at the Official
Home of this FAQ.

  1.5.1 - Redesigned Layout. Released 02/02/00
  1.5.0 - Redone into .faq format. Released 03/05/99
  1.4.0 - Added More codes and character. Released 30/03/99
  1.3.0 - Added more rules and other stuff. Released 10/03/99
  1.2.0 - Just added a few things to the FAQ. Released 06/03/99
  1.1.0 - Added some codes and changed the title to suit all known
          version names across the world. Released 03/03/99
  1.0.0 - First Version. Released 02/03/99

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| CONTENTS                                                           |
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                0 ................ COPYRIGHT
                1 ................ UPDATES
                2 ................ CONTENTS
                3 ................ GAME CONTROLS
                4 ................ GAME RULES
                5 ................ GAME TALK
                6 ................ GUIDE
                7 ................ CODES
                8 ................ CONTACTING THE AUTHOR
                9 ................ CREDITS AND THANKYOUS

/*'._.'*'._.'*'._.'*'._.'*'._.'*'._.'*'._.'*'._.'*'._.'*'._.'*'._.'*\
                           GAME CONTROLS
                  ______                   ______
                 |__R1__| <--- Moves ---> |__L1__|
                  ______   Camera Angles   ______
                 |__R2__|                 |__L2__|


                 Movement                 .- Trigger
                    |    Null Options     |  Advantage
                    v      |    |         v  Cube
                    _      v    v         _
                  _| |_    __   __     _ |_| _
                 |_   _|  |__| |__>   |_| _ |_|
                   |_|                 ^ |_| <--- Mark Active
                                       |          or Deactivate
                           Accelerate -·          Square
                                Cubes

/*'._.'*'._.'*'._.'*'._.'*'._.'*'._.'*'._.'*'._.'*'._.'*'._.'*'._.'*\
                            GAME RULES

BASIC RULES:
  The concept of the game is to capture the cubes. A player can mark
a spot on the stage by pressing the 'X' button. By pressing the 'X'
button again, the player can de-activate the mark. The game is played
be marking the spot and then successfuly de-activating the spot.
  How to capture a cube: First mark the spot where a cube should be
captured. When the cube is about to land on the marked spot, press
the 'X' button. The marked spot is then de-activated and the cube is
captured. Repeat this to capture all the necessary cubes.
  If any cubes are left to fall off the stage, the number of fallen
cubes will be calculated on the block scale. Every time the number
of fallen cubes exceeds that of the block scale, the player loses
the last row of the stage.
  The player must prevent the cubes from falling off the stage. When
the player is avalanched by the cubes and falls of the stage, it's
GAME OVER.
  I.Q. is measured against the players efficiency in capturing the
cubes, as well as the total amount of cubes captured.

FORBIDDEN CUBE:
  Not all of the cubes should be captured. The black cubes are
called the 'Forbidden Cubes', the player must leave these cubes
alone. For every forbidden cube captured, the player will lose the
final row of the stage. Let the forbidden cubes pass by off the
stage. The player can accelerate the speed of the cubes by pressing
the square button.

ADVANTAGE CUBE:
  The player can use the green cubes or the 'Advantage Cubes' to
efficiently capture the cubes. When the player captures an advantage
cube the spot will be marked. By pressing the triangle button, the
player can capture the surrounding cubes, all the cubes in the marked
area will be captured.
  Using the 'advantage cube' the player should be able to
efficiently capture multiply cubes. But at the same time the player
must make sure that no forbidden cube is included in the marked area.

/*'._.'*'._.'*'._.'*'._.'*'._.'*'._.'*'._.'*'._.'*'._.'*'._.'*'._.'*\
                             GAME TALK

PERFECT:
  If you capture all the NORMAL and ADVANTAGE CUBES and allow all
the FORBIDDEN CUBES to drop over the edge of the stage, you will get
a PERFECT score. One section will then be added to the stage and you
will recieve a PERFECT BONUS. The PERFECT BONUS is calculated
according to the number of steps used to solve the puzzle. The ideal
step number for each puzzle is decided by the computer and is
displayed in the top right-hand corner of the screen.
  For example, if the ideal step number is 5, and if the player
solves the puzzle in one step less than the ideal number (i.e., 4
steps), the bonus will be 10,000 points. If the player solves the
puzzle in the ideal number of steps (ie., 5 steps), the bonus will be
5,000 points. And if the player solves the puzzle in one step or more
than the ideal number of steps (i.e., 6 steps), the bonus will be
1,000 points.

AGAIN!:
  If a player is crushed by a CUBE, the remaining CUBES in that
puzzle move forward quickly and drop over the edge of the stage and
AGAIN! is displayed on the screen. This means that the same puzzle
will be repeated. However, if there are no CUBES left at the end of
the stage (i.e., if the puzzle which crushed the player was the final
puzzle), the puzzle is not repeated.

GAME OVER
  If a player falls from the stage it's GAME OVER.

/*'._.'*'._.'*'._.'*'._.'*'._.'*'._.'*'._.'*'._.'*'._.'*'._.'*'._.'*\
                               GUIDE

  The main thing to do in this game is not to use the correct quota
of moves that the game gives you, but to beat it. (It is possible
with abit of thought). I know that some of the puzzle can be done
under the move quote but there are some hard ones to that you have
to go over the quota.
  Now the main tip that I advise the players to do if they are not
doing it already, is to watch the green blocks. These are the key to
completing this game. If you use them and activate them in the
correct order then you will either get equal or under the move
quota.
  If you ever die and there is an active green square on the board,
NEVER get rid of it. It sometimes is the key to getting under the
quota.
  When your playing try and note down in your head the puzzle and
how to solve it. This is because the game gives them back at you
alot and if you know how to do each one then it makes your gameplay
faster and more efficient.
  Below are some sample puzzles and there solutions.

  Key:   [] - Normal   ## - Black   ** - Green   GG - Active Green

     ---------------------------------------------------------

     [][][][]  0  Okay. Activate the green block on the right and
     **[]**[]  -  destroy it right away making the left green block
     [][][]##  4  active (1). Let the Blocks come forward twice and
     [][][][]     and on the second move forward detinate the
     ##****[]     active green block (2, 3). This should destroy
                  the back right and left blocks, then let the
                  blocks move forward once and then detinate them
                  destroying the rest of the blocks (4).

     [][][][]  [][][][]
     **[]**[]  GG  GG[]
     [][][]##        ##
     []
     ##GG      ##

     ---------------------------------------------------------

     [][][]##  0  Destroy the front green block (1). Run over to
     [][][][]  -  the Normal block in the front row and destroy
     [][][][]  5  that (2). Let the blocks move forward once and
     ****[][]     then detinate the first green activating the
     []##**##     right green in the second row (3). Run back and
                  destroy the left green in the second row (4). Now
                  let the blocks move forward once then detinate
                  the blocks destroying all the remaining Normal
                  blocks.

     [][][]##  [][][]##  [][][]##  [][][]##
     [][][][]  [][][][]  []        []
     [][][][]  [][][][]  []        []GG
     ****[][]  ****GG[]  **GG      GG
     []##GG##    ##  ##    ##  ##    ##  ##

     ---------------------------------------------------------

  Ok as you get though the levels they gradually get harder and
give you a wider set of blocks. This looks menacing but after a
while you will think the first three levels are boring and dread
going back though them. But watch them and when you can use the
advance block function to get you out of trouble.
  I can't stress this point enough. You have to learn from this game
not let the game learn from you (Yeah I know that it might not be
able to learn from your mistakes, but it is good to always be one
step infront of a AI, it really helps).
  There will be more examples and hints as I get to them, as I have
not played this game in a long time and I have to get back into how
to play it before I can actually give you some good advice.

/*'._.'*'._.'*'._.'*'._.'*'._.'*'._.'*'._.'*'._.'*'._.'*'._.'*'._.'*\
                               CODES
ACCESS STAGE 5
  To access Stage 5 of level 1 go to 'OPTIONS', then into 'GAME
  MODE' and set the game mode to 1. Exit this and go to the 'RULE
  SECTION' whilst holding down R1 + R2 + L1 + L2 (don't let go) and
  select 'DEMO 1. The game will load and you will be able to play on
  Stage 5 of level 1.
     ((Code by Unknown))

GAMEPLAY HOLES
  These four tricks work on the Playstation Demo, I haven't tried
  them on the full version.
     1. If the unfired trigger is left in an area that is destroyed
        by a green-cube blast, the cube above the trigger is
        protected. This will effectively sheild black cubes from
        green blasts.
     2. There is enough time in one cube flip to destroy multiple
        squares, and all the blasts will count.
     3. You can walk between cube rows while they're flipping, and
        put triggers down. This is exceedingly dangerous, but highly
        effective.
     4. About half the time when you hold the speed-up button while
        the last cubes are falling on red blasts, the counter will
        not go over and the blocks will be destroyed without costing
        you a move.
     ((Code by Chris Canfield [email protected]))

HIDDEN PLAYERS
  1. CYNTHIA - To play as Cynthia you must first clear the game's
     Final Stage and save it to a memory card. Cynthia is fast than
     Eliot and thus easier to win with.
        ((Code by [email protected]))
  2. SPIKE - To play as Spike, beat the game with Cynthia and have
     an IQ over 400.
        ((Code by Greg Steele [email protected]))
  3. ELIOT - Remain in survival mode for 10 minutes.
  4. CHERRY - Remain in survival mode with Eliot for 15 minutes.
  5. APRIL - Beat the game with an IQ score of over 100.
  6. DICKSON - Finish with April with an IQ score of over 150.
  7. MORGAN - Finish with Dickson with an IQ score of over 200.
  8. KIMTI - Beat the game with Morgan with an IQ score of over 300.
  9. ATLAS - Beat the game with Morgan with an IQ score of over 400.

MAKE YOUR OWN PUZZLES
  First, clear the Final Stage and save it to memory card. (If you
  do not have a card, you will lose this when you turn the system
  off.) Now go into Options and select Game Mode, Choose SYSTEM and
  press RIGHT to turn Original Mode on. Exit Options and select the
  1P game. You can now make your own puzzles!
     NOTE: You cannot view the rules, get an IQ, or play a 2P game
     in Original Mode, but you can always switch it back to Normal
     mode by pressing LEFT at the game mode option.
     ((Code by [email protected]))

GAMESHARK CODES
  Two Rows of Blocks Move Forward at a Time    8006C4B4 0002
  Takes Zero Moves to Get rid of Blocks*       8006C804 0000

  * This code gives you a higher score. This keeps the fraction
    thing in the top right hand corner at zero, which makes you a
    genius when you get rid of the blocks.

·--------------------------------------------------------------------·
| CONTACTING THE AUTHOR                                              |
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   Any type of feedback (other than abusive) is welcomed.  Although I
can't promise that I will reply to all email I get, but I will try to.
   Any email that asks for specific help will not be answered.  All
that I know about the game I have put here.
   If you are writing to me please put in the topic in capitol
letters '<NAME OF FAQ> - FAQ REPLY:' then what ever topic you want
after it. Remember where it has '<NAME OF FAQ>' put the name there
instead of that without the <>'s.  This will help me moderate what
type of email it is.
   You can contact me at this address: - [email protected]

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| CREDITS AND THANK YOU'S                                            |
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   ARGöNAUT (a.k.a Scott A. Moss) for writing this FAQ.
   CJAYC for GameFAQs one if not the best Game site on the net.

   CODES USED
     Chris Canfield - ([email protected]) Contacted
     Greg Steele - ([email protected]) Can't be contacted....
     ? - ([email protected]) Can't be contacted....

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| THIS FAQ WAS MADE USING - FAQ3DIT - http://www.oddco.com           |
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                                         COPYRIGHT ARGöNAUT 1999-2000