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Taro Ito has been a favorite of ours here at JIG for several years, so it is with great fanfare that we welcome new releases from his GameDesign.jp website.
The latest of his designs is this sliding-block puzzle game called Shot. The objective is to progress as far as you can, through a series of increasingly more difficult levels, by knocking all but one of the balls from the play grid. You do this by sliding one ball into another with a simple click-drag movement with the mouse. It's as simple as that.
Always emphasizing minimalist design over clutter and complexity, Ito-san delivers yet another remarkable and addictive puzzler with randomized levels that increase the game's replay value significantly. The only downside is the inclusion of a clock that counts down limiting the time you have to figure out a solution for each level. This will undoubtedly disappoint those who require a bit more time for puzzles like this (myself included).
Still, it's a simple idea based on a familiar puzzle concept, and yet made entirely his own through presentation and implementation. Play Shot.
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Comments (may contain spoilers)
This is a great puzzle, well done Ito! The clock is really annoying, though, and a free play mode instead of a timed mode would be really apreciated.
Posted by: Donut
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February 21, 2008 2:24 PM
"The only downside is the inclusion of a clock that counts down limiting the time you have to figure out a solution for each level. This will undoubtedly disappoint those who require a bit more time for puzzles like this (myself included)."
This sums up the game nicely.
Posted by: fuzzboxer
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February 21, 2008 2:25 PM
Oh, and I found a very useful bug: if you drag a ball just as the game over screen appears, the timer stops at zero, yet you can keep playing. However, once you finish the level, it's game over... So this bug shall be called the Training Bug, for those (like me) who want to finish the level even though they know they'll lose as soon as the level ends.
Posted by: Donut
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February 21, 2008 2:36 PM
A beautiful idea, so incredibly well implemented - but IMHO totally ruined by that clock. Let's hope the creator releases a version without the clock. John
Posted by: John259
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February 21, 2008 3:18 PM
Unfortunately, I'm actually not terribly interested in most puzzle games with a timed mode, as mentioned above. I did try it... but timing ruins it for me.
The game mechanics, though, I love.
Posted by: MadWithMuchHeart
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February 21, 2008 3:41 PM
I sadly agree with madwithmuchheart. Timed puzzles just are not fun for me.
Posted by: ace1217
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February 21, 2008 4:02 PM
I am in "training mode" as donut put it, and even after 5 minutes I cannot find a solution to this puzzle, I think it is impossible :/
for those that are interested: (empty spaces around this)
-xxx-
x----
----x
-----
--x--
grrrr, this is impossible, let alone doing it with a time
Posted by: OfficiallyHaphazard
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February 21, 2008 4:39 PM
Yeah, I agree, that particular configuration is impossible.
Perhaps Ito-san has not worked all the bugs out of his randomizing algorithm?
Posted by: Jay
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February 21, 2008 4:59 PM
Lurrrve the concept and the puzzle is great... EXCEPT for that timer.
That said, I could live with the timer if violating it didn't result in the game's end. What I really want when I play a puzzle game is to solve the puzzle, and the game just ending deprives me of the chance and takes all the fun out of puzzling. Penalize me for violating the timer if you must, but let me solve the puzzle.
I tried the game twice, but with no chance to retry those configurations that I couldn't defeat within the timer's span, I won't play it again.
Posted by: denicerbeist
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February 21, 2008 8:39 PM
The game is fun but like everyone else says, the timer is driving me bonkers! Sometimes even if I solve a puzzle, time will run out before the last marble falls off the edge and I still get "Game Over"! That's really frustrating.
Posted by: SilvorMoon
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February 21, 2008 10:25 PM
Yeah, the timer removes 90% of the fun.
Posted by: Albie
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February 21, 2008 11:12 PM
I've sent an email to Ito-san asking for a mode without a time limit. (*crosses fingers*)
Posted by: Jay
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February 21, 2008 11:40 PM
Ito fixed the Training Bug... Maybe he's also working on the Free Play mode!
Posted by: Donut
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February 22, 2008 11:16 AM
Personally I like the timer. Without it, the game would simply be too easy.
Posted by: Dom
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February 22, 2008 12:11 PM
I can't pass the third one! I feel dumb...
Posted by: Bambi
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February 22, 2008 12:31 PM
Don't feel bad, Bambi. As Haphazard points out above, not all puzzles are solvable. (or is that soluble?) I've only managed to beat level 4 once so far. This game is good enough to have kept me trying for a few minutes already though.
At the risk of sounding like a broken record, i agree that I'd rather the game didn't have a time limit. Alternatively, keeping the time limit but allowing one to restart the game at the current level instead of going back to level 1 would satisfy me. The frustration of replaying levels i feel i have mastered already repeatedly will probably make me lose interest after another half-hour playing it. Perhaps I'll make it to level 6 before then.
Posted by: Twee
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February 23, 2008 5:21 PM
The game title screen shows that a bug was fixed recently, and that was since Haphazard posted his impossible configuration. So perhaps it doesn't produce impossible puzzles any longer?
If someone encounters one, please post it here. :)
Posted by: Jay
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February 23, 2008 5:27 PM
Well, after less than 1/2 hour more playtime i did in fact make it to level 7!
However, this is the starting configuration i got:
-------
x------
-------
-----x-
-------
x------
x------
I think it might be un-solvable. It's way past my bedtime, however, so i might just be being dense. I don't see any way to set up the ball over on the right so that it lines up with any other ball.
Posted by: Twee
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February 24, 2008 2:06 AM
Incredibly I just made level 10! it went back to three balls on level 6 almost as if it reset to level 1, 10 was a stinker though.
-------
-------
*------
-------
*-----*
*------
*-----*
not that it matters anymore
Posted by: Crank
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February 24, 2008 5:35 AM
Twee: That configuration is indeed solvable. To solve it, take these 3 shots:
1-------------
-----2-
-------
3------
4------
Posted by: Jay
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February 24, 2008 10:12 AM
Whoops, I just noticed I had typed my puzzle slightly wrong
here it actually is:
-xxx-
x----
---x-
-----
--x--
Posted by: OfficiallyHaphazard
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February 24, 2008 2:50 PM
Ah, nice to see that i was wrong about that puzzle, Jay. That'll teach me to try solving puzzle games at 1:30 am!
Posted by: Twee | February 24, 2008 5:16 PM
Crank is right, the difficulty resets every 5th level, so after level 5 and 10 with 7 balls, levels 6 and 11 have 3 balls. It's a small reward for beating a hard level, the time limit increases linearly but I think it should be exponential as is the difficulty. Made it to level 14.
Posted by: jj | February 25, 2008 1:01 PM