Ferrago: I gather the gameplay promises to offer surprising depth below the simplistic exterior, how does this subtly add to the enjoyment of the game, and how do you hope it will add longevity?

NS: The additional depth gradually reveals itself as players improve and get better throughout the game, by way of forward/reverse bombs, power ups and in learning how to use them all. So at E3 many reviewers commented how the game was far more complex than they realised when they had first picked up the game. I expect this to be replicated with games players so they gradually learn more and more new things about the game which incentives them to do better and continue playing. This was a key part of the design in terms of enriching the core “arcade game” experience and of scaling the learning curve so it would draw in players of all ages and abilities.

Ferrago: How has the game as it stands upon release evolved from the original prize-winning design?

NS: The “classic” version of the game has stayed true to the original because the addictive gameplay quality was always there. We then added many new gameplay modes such as knockout, knockout blind and classic blind variations plus some secret bonuses and extra levels. A major addition was the competitive and collaborative versions of the game. Many people have commented that they have never seen a collaborative puzzle game that works well, so I see this as a triumph. On the GBA there are 7 gameplay modes whilst there are 12 on the GameCube. Finally we took the opportunity to really add the Zoo theme to the version by way of the polished graphics, sound and music.

Ferrago: How does Zoocube differentiate between skill and reactions to create a light-hearted and funny experience?

NS: On the GameCube there are always moments that you get a chance to admire the rippling water or the shadows on the backgrounds, which I think fit in very well. However the main element of humour comes from the animal animations and sounds, as when I was demonstrating the game at E3, two female buyers from Target burst into laughter because they found the whole idea so hysterical! I think the great thing about ZooCube is that each person has an emotional reaction differently depending on their age and gender, so for example my kids shout and scream at the TV wanting to see more animals being released.

The GBA version focuses purely on providing an intense gaming experience while on the move. In fact several reviewers have ended up missing their train stops because they have become so engrossed with the game!

Ferrago: What does the future hold for PuzzleKings after Zoocube?

NS: PuzzleKings mission is to create high adrenalin puzzle games for the mass market that can scale from portable game platforms through to next generation game consoles. We want to be renowned for innovation so when people see a PuzzleKings game they can easily identify with our games including ZooCube. Consequently we have several new ideas in the planning stage and are also investigating a number of other exciting technologies that we can use to deliver games across.

Ferrago: Finally, when will we be enjoying Zoocube, and how do you hope it will be received?

NS: My understanding is that it will be released in early to middle of August this year. In the at E3 it won various for the best puzzle game on both GBA and GameCube. Subsequently the and offline press in the USA has been very impressive, so if that situation is replicated then I will be very happy. However the most important thing is that players, particularly those who do not normally play games, find ZooCube hugely enjoyable and refreshingly original.

Ferrago: Thank’s for your time Nalin, and best of luck with the launch of ZooCube.

By Luke Guttridge