is a puzzle video game for the Nintendo 3DS. Developed by AQ Interactive and published by Ubisoft, the game requires players to use the console's accelerometer and gyroscope to manipulate the titular character through various levels on a quest to rescue a princess.
The game was released to mixed reviews; although praised for its unique gameplay concept, critics panned aspects of the game's control scheme, along with its "frustrating" wired level designs and relatively short length. Despite its poor reception, Cubic Ninja received renewed notoriety in November 2014, after it was revealed that an exploit in the game's level editor would allow the 3DS to execute homebrew code.
Gameplay
Cubic Ninja is a puzzle-based platforming game, in which the player manipulates CC, a ninja cube, through various levels, whilst avoiding enemies and traps contained within. The game is controlled primarily using the 3DS' gyroscope, requiring the player to tilt the console in the direction they want CC to move. The game can also be set to use the circle pad instead. Using power-ups collected from scrolls, CC can shrink, gain a shield, throw shuriken at enemies, and unlock all of the doors in a level. The game contains 100 levels, including several boss battles. Players can unlock different characters, such as cubes made of rubber and titanium, that exhibit different properties when used. Cubic Ninja also features survival and time trial modes, along with a level editor; levels can be shared with others via QR codes.
Reception
The game received "mixed" reviews according to the review aggregation website Metacritic. In Japan, however, Famitsu gave it a score of one eight, two sevens, and one eight for a total of 30 out of 40.
Describing the game as "one of those frustrating games that is almost really cool, but never quite delivers", IGN praised it for its "fun and creative" gameplay, but the gyroscope controls were criticized for not being sensitive enough, while the circle pad control scheme was considered "wonky". Additionally, the game was panned for not containing enough content to justify being a full-price game, considering it to be "an experience that feels like it just as easily could have been a $5 iPhone game".
GameSpot shared similar criticism, noting that whilst providing "undeniable joy in winding your way through a particularly nasty stretch unscathed", the level designs—especially on harder levels and boss fights—combined with its "carefree" controls, relied too heavily on unforeseen threats and were too frustrating. The presence of multiple characters and a level editor were praised for adding additional replay value to the game. Pocket Gamer was similarly critical of the game's level design, which made the game "very awkward indeed and completely counterintuitive"; most of the game's power-ups were also criticized for being "pointless". However, the overall visual appearance was praised for "[feeling] like a great deal of care and attention was put into making the game look as slick as possible."
It was also noted that, ironically for a 3DS game, it primarily used 2D graphics, although it was felt that the rotation-based gameplay would not have interacted well with the device's autostereoscopic display.
3DS homebrew exploit
On November 17, 2014, the game became the subject of notoriety when Jordan "Smealum" Rabet publicized that a user mode exploit in the game would allow all existing 3DS models (including the 2DS and the New Nintendo 3DS) to execute homebrew code. The exploit, known as Ninjhax, requires users to place a boot file on the device's SD card, and then use the level sharing feature of Cubic Ninja to scan a malformed QR code. The code in question is a buffer overflow which triggers the download and execution of a launcher program, which can then be used to run applications. The data from the exploit is stored within the game's save data.
While Ninjhax was originally to be released on August 30, 2014, Rabet held off its release due to the unveiling of the New Nintendo 3DS, believing that any release before then would give Nintendo time to address the exploit on the new revision. The exploit was ultimately released on November 21, 2014 to coincide with the release of the New 3DS in Australia and New Zealand. Owing to his stance, Rabet noted that the exploit does not enable the use of unlicensed games, but did note that it could possibly be used to bypass the console's region lock.