The Nintendo DS has no shortage of Match-3 Puzzle games, and so it would take either a great deal of confidence in a title, or foolishness, to bring such a game to retail in the UK given the associated costs of manufacturing the product. Thankfully, the former applies to Avanquest Software Publishing’s line-up for Nintendo’s handheld system, and with the success of title such as Jewel Quest Solitaire and Build-a-lot, few would doubt the publishers’ eye for a casual gaming Nintendo DS starlet.
7 Wonders II falls in line with the modern expectations of Nintendo DS Match-3 Puzzle games; using the Touch Screen to switch symbols placed on a grid with those adjacent to create horizontal or vertical matching lines of three, which then disappear and drop new symbols from the top into the newly empty space. The player will complete each level by removing a set number of tiles placed underneath these symbols, earning Bricks for the building of each wonder, the games’ overall goal. The game plays across these two fronts – the immediate puzzle and grander scheme – throughout the Story Mode, with a number of additional constraints and bonuses in effect as the player progresses.
Time works both in favour of and against the player. Each level has a time limit appropriate for the task at hand and difficulty level, but also can initiate special bonuses after a set recharge time. The Shuffle bonus is the basic offering, available shortly after beginning the game, and when charged will rearrange all the symbols on the grid – bar the occasional special block. Additional bonuses, such as a score multiplier and X Power, which when available removes all symbols across the four diagonal points, are earned through progression with the construction of each of the seven wonders. Placing Bricks after each completed level will bring you closer to finishing the construction of each wonder, and occasionally offer these bonuses as additional rewards.
There are of course a number of power-ups earned with a keen-eye during each level. Connecting four symbols will place an Ice Ball on the grid, removing an entire horizontal row, and a Fire Ball earned through removing five symbols simultaneously will remove every symbol both a horizontally and vertically when used. A Dice will fall onto the grid four every four power-ups activated, and when used will remove between fifteen and twenty symbols at random. These power-ups, along with the varying grid layout, make each new level a logic challenge as much as it is an assessment of your correlation skills when chaining together extensive combos.
Though 7 Wonders II does feature an interesting overarching agenda, it’s simply not as engrossing, nor challenging, as Rising Star Games’ Nintendo DS Match-3 Puzzle game, Cradle of Rome. Here is where 7 Wonders II’s major competition lies, as while Cradle of Rome benefits from a more significant grand agenda, it simply isn’t as captivating level-to-level as 7 Wonders II can frequently be. This is where Avanquest Software Publishing’s confidence has paid-off, as within the Match-3 Puzzle genre on the Nintendo DS, 7 Wonders II is undeniably the most enjoyable release in ten to twenty minute playtime sessions.
The game is presented with confident charm, the Touch Screen occupied with the current puzzle and the top screen delivering an animated visual interpretation of your success. Though it may be fairly simplistic in design, what is here is offered in a pleasant, colourful arrangement. The soundtrack is forgettable at best, refusing to stray too far from the expected handheld Puzzle game tinkering.
Match-3 Puzzle games are plentiful on Nintendo DS, but the reason Avanquest Software Publishing have chosen to bring their PC hit to Nintendo’s handheld console is plain for all to see. Every moment of 7 Wonders II is an enjoyable experience, and after a successful run on PC, it will have an eager audience awaiting it on Nintendo’s popular handheld console.

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