Don't let the Endless Mode fool you, this game has some real depth! – Reiner Knizia's Yoku-Gami HD Review

This is the HD iPad version of the game, and while identical besides the higher resolution, I'm assuming they're being sold separately so as to not go past the 20M limit of the 3G network if it were to become universal. RK's brilliance in design comes through yet again! I started off playing Endless, and while a cute basic concept, I have to admit it didn't do too much for me and felt a little over simplistic for a typical RK game. I then moved onto the Arcade mode and was not only impressed...I better appreciated the role the Endless mode played. Endless Mode represents the core gameplay, trace a path through adjacent number blocks in which the lower valued blocks combined are equal to the highest valued block in the group. Your score is based on both the high block being matched but even more so on how many blocks you used to to make the combo (with more being much better). As soon as you make a match the used blocks are replaced with new ones. Play ends once no more viable combinations can be found, but the game can go on for quite a while as, until the much higher levels, there almost always seems to be some match possible on the screen. Arcade Mode really picks up the challenge by simply altering how blocks are replaced. The core gameplay is identical to Endless Mode BUT blocks are only replaced once you have completely cleared out a row or column. Once a row or column is completely cleared, all remaining blocks drop down and a new row/column of blocks is dropped into place. In this mode, therefore you must be mindful of making combos that will completely clear a given row/column, not leaving any stragglers, and if shooting for some big bonus points, trying to ensure multiple rows and columns are cleared in a single move. As it is so much easier to leave blocks isolated in unscoreable positions without reinforcements on the way, this mode can be pretty brutal and quick as compared to the Endless Mode. Level Mode in some ways is actually a little easier than Arcade Mode. In this mode there are no reinforcements and your objective is to clear all of the blocks. Once no more move are possible all remaining blocks are subtracted from your limited supply of lives and you move onto a higher level with higher valued blocks being added to the mix. You'll receive and end of level bonus based on how many blocks are remaining once you run out of moves and, if able to clear all blocks or only leave a couple, this bonus can be pretty significant! While lives in this game seem pretty scarce and tend to only be lost at the levels' end, a big single move on a level can actually earn you a life back. So, if Endless feels a bit empty to you, realize the other modes bring back the typical RK fun of having to measure several factors all at once with each turn you take since in the later two modes it isn't simply about scoring the biggest combo possible but factoring how such a move will leave the board afterwards as you try to plot means to clear off either a single row or the whole board of blocks! My only whine is that SFX and Music are not handled separately. While I prefer to leave SFX on, the musical loop became pretty grating a few minutes in and thus forced me to disable all sounds to avoid it.
Review by Lord Gek on Reiner Knizia's Yoku-Gami HD.

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