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en:juegos:cubik-road

Cubik Road

Company Omk
Distributor Proein Soft Line
Production team Programming: Víctor Dieguez García - Antonio
Year 1990
Packaging Transparent methacrylate box 14,20 × 15,10 × 1,30
Compatibility PCW 8256 - PCW 8512 - PCW 9512
Peripherals Keyboard
Loading CP/M+
Gender Arcade
Language Spanish
Price Spain: 2.500 Ptas
State Preserved

Screenshots

Description

It's been said so many times that the PCW is a machine that you can't program games on, that we've all come to believe it. Not even Batman, Head Over Hells or the unforgettable Jon Ritman games managed to convince some users. And the truth is that, although with certain limitations, the PCW has great games and can compete, especially in terms of graphic resolution, with other computers, especially in the so-called games of reflexes and intelligence, so fashionable. at the time. An example of them is this one that concerns us, Cubik-Road.

Cubik-Road was created by OMK, a company known to all PCW users, since it is dedicated almost exclusively to the production of games for this computer. And it must be recognized that they made an effort to improve their products day by day.

Let's focus on the game. Cubik-Road is one more of the avalanche of apparently very simple games but that dangerously hook us until we discover a new world. Specifically, this one is slightly similar to Pipermania and much more like a Coin-Op called Cue-Brick. The elements that make up the Cubik-Road screen are the following:

A marker on the right, in which various vital data for our continuity in the game are observed. A digitized image to illustrate the screen. A more or less large playing field in which there are another series of elements to be examined. We won't say anything about the digitized image, since it has no other function than to fill the screen. On the other hand, of the other details, with the sole reason of annoying those who love order, this time we will start at the end.

  • The playing field

It is made up of a variable matrix each time and that generally gets bigger as we progress. In it there are some squares with lines inside that will indicate the path that a little ball is going to follow, a little ball that moves over them without us being able to do anything to avoid it. But there is a hole in the matrix that allows you to move the squares by moving each one of them to the hole left by the one moved immediately before. It's almost like one of those puzzles that were so fashionable and in which it was about reconstructing a figure. It is almost, but not the same, because here it is not a question of recomposing the drawing, but of keeping the happy little ball in motion for a certain time without it encountering a void or a painting that does not continue on the path.

  • The marker area

In this phase we find all the data we need to know what our current situation is. It is worth mentioning the level and the phase in which we find ourselves (there are six levels of three phases each), the time that we have left to overcome the phase (remember, dear readers, that the fact that time is running out is not a difficulty added, but the main objective) and the Stops that we have left. Each one of these Stops represents the possibility of momentarily stopping the incessant wandering of the ball, while we take the opportunity to prepare an extension of the path to be followed by it. The number that we have is relatively large, and they can be very useful from levels 3 or 4.

But it's good?

And now let's move on to what really matters: Menus, control, addiction, action… In short, we are going to see the quality of the program.

The menu bears more than a suspicious resemblance to those of Batman or Head Over Hells. Ignoring this subtle appreciation, it must be said that it is correct. With it we can put or remove the sound, redefine the controls, reinitialize and play.

Regarding the control, there are four keys to move the corresponding piece in the sense and direction pressed (let's say that if you press left, the piece that is to the right of the hole will move to the left). It is much easier to play than to explain. We also have one to speed up the movement of the ball, another to activate the Stops and the usual ones to pause and abort the game.

The game is addictive (especially if you like this type of game), although some screens, like the second or third, are really hard to play, since the procedure is completely mechanical (once you discover it, of course). The movement of the ball is not a show of programming, among other things because moving a ball along a path is not enough. Perhaps the two most negative points in terms of addiction are that there are no options to skip the first phases through keys, (as in Pipemanía), and that we only have one life, so you have to tread carefully.

Finally, it remains to mention the graphics. Of the digitalized ones, it can be said that they represent monuments and excellences of our country (Aqueduct of Segovia, Dedo de Dios of Agaete in Gran Canaria, Giralda of Seville…) and that they do not have much quality. You have to complain about the game screen, because, at least in the early stages, it is very small.

Despite the small defects from which no program is free, we must conclude by recommending this Cubik-Road which is, to say the least, fun.

  • Conclusion

An intelligent arcade, in the style of the Cue-Brick arcade machine and with a more than decent finish is what OMK hides in this release. A good choice for PCW users. Cubik Road is one more of the avalanche of apparently very simple games but that dangerously hook us until we discover a new world. The addiction is assured, although the worst are its very small initial screens.

Packing

In the following images you can check the original packaging.

Cover

  • Original cover

Here you have the front part of the original cover.

  • Retouched cover

Its measurements are: Length 28,40 cm x Height : 14,00 cm.

Manual

The manual is printed on glossy black and white paper behind the cover of the game. Its measurements are: Width 28,40 cm x Height 14,00 cm.

Disks

Original disc supplied with Cubik Road.

Labels

Custom labels to print. Over the years, due to their use, the labels are damaged and lose their color and quality. Now we try to adapt the most similar in the measure of our possibilities, the labels so that they can be printed and replaced or for those who work with a copy of the program and preserve the original disc. Measurement in 3 “height: 7.00 cm - width: 7.10 cm. The first image corresponds to the original label of the game, the second is the same modified label to be able to replace the broken one.

Download

Game

The disc images, obtained from the original version of Cubik Road, have been recorded and verified.

Manual

Below you can download the Cubik Road game manual or view it online.

en/juegos/cubik-road.txt · Last modified: 2023/07/30 09:52 by jevicac