Toggle menu
Toggle personal menu
Not logged in
Your IP address will be publicly visible if you make any edits.

Gleam GBA

From GameBrew
Revision as of 12:07, 8 September 2022 by HydeWing (talk | contribs) (→‎Credits)
Gleam
File:Gleam2.png
General
AuthorAkumaATR
TypePuzzle
Version2006
LicenseMixed
Last Updated2006/04/30
Links
Download
Website

Gleam is a Lumines clone on the Game Boy Advance. It offers eight levels of moody and atmospheric experience.

User guide

Gameplay

There are two ways to play Gleam. You can either play it in an effort to complete all of the levels, or you can play for a high score (or both, if you are decent enough).

If you are simply trying to make it through the game you probably won't want to drop blocks as much as if you were playing for a high score (and attempting to clear the most blocks/create the biggest combos).

A block is cleared when all three of the following have occurred:

  • The block was part of a larger 4-block square.
  • The block has been passed by the timeline (wiper) on its current screen pass.
  • Any current combo involving the block finishes.

A combo begins whenever the timeline enters the third consecutive column that contains clearable blocks (and every column after that with clearable blocks adds to the combo/score multiplier). Combos cannot wrap the screen.

Another thing to know -- P.U.R.I. section of the UI displays "points until rank increase." Your rank is your position in the high scores table.

The timeline can work against you when dropping pieces in its direct vicinity. The gameplay in Gleam is not exactly the same as the gameplay of the game it was inspired by. Blocks must have been at rest when passed by the timeline for them to vanish on its current pass.

Specials

Specials are obtained whenever a special block (the behavior of special blocks will be known to you outright if you've played the game Gleam was inspired by) is cleared. They are:

  • Pause Timeline (PT) - This pauses the timeline for some time (making it easy to craft some serious combos).
  • Slow Timeline (ST) - Slows down the timeline for some time.
  • Fast Timeline (FT) - Speeds up the timeline for some time.
  • Clear Column (CC) - Clears the tiles under the timeline.
  • Invert Column (IC) - Inverts the tiles under the timeline.
  • Randomize Column (RC) - Randomizes the tiles under the timeline.

The last two specials are useful for potentially clearing blocks deep in the pile.

Controls

L/R - Shift block left/right (before it falls into game grid)

B/A - Rotate block left/right

Start - Advance menu screens/activate current special

D-Pad - Move falling block

Screenshots

gleam3.png gleam4.png

gleam5.png gleam6.png

gleam7.png gleam8.png

Compatibility

If you are running this game on an emulator (Visual Boy Advance is recommended), you should first set up your input device (whether it's a game controller, or simply your keyboard).

Credits

Many thanks to Andreas Inghe (MaDSouL) for contributing his excellent music for this project.

External links

Advertising: