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''GROW'' is a series of Flash-based puzzle games created by On, a Japanese indie game developer, and posted to his website, eyezmaze.com. The series, which was launched on February 7, 2002, comprises 12 full games, 6 minigames, and 1 canceled game. The most recently released title was published in July 2015. The games all feature a simple click-button interface requiring the player to determine the correct combination of buttons to click to maximize visual reward and ultimately to achieve the good ending. Graphically spare and minimalist, ''GROW'' games employ a cute aesthetic and often include creatures and characters taken from On's other games like those in the ''Tontie'' Series. The games have received largely positive reviews with the main criticisms restricted to a formulaic quality of the main series and a lack of replay value. Positive reviews have emphasized the games' simple whimsy and innocent aesthetics and the creativity of the underlying concept. Although widely recognized as a puzzle game, a paper by the 2008 IGDA noted that "the ''Grow'' series is an example of a game that defined a new genre of games."〔Lee, Michelle. ''(2008-2009 Casual Games White Paper - Ad Supported Web Games: Art History )''. 2008 IGDA. November 2008.〕 ==Gameplay== The player is presented with a number of buttons related to characteristics of the game world. Clicking a button will usually result in a change to the corresponding part of the game world. The puzzle is to determine the order in which to push the buttons to achieve the good ending. The number of buttons in each game varies between 5 and 12. The number of different combinations possible with each additional button, however, increases according to a factorial progression.〔Fronczak, Tom. ''(Monday Mind Teasers: GROW Games )''. Destructoid. 10 August 2009.〕 Thus, a game with 5 buttons will have 120 possible combinations (of which only one leads to the good ending) and a game with 12 buttons will have 479 million possible combinations. Components of the game world go through a leveling up process after each selection is made. Because previously engaged components of the game world remain on the screen, later button pushes will often allow new areas of the environment to interact with previous areas. These interactions may cause the environmental component to level up, level down, or remain the same. By keeping track of which buttons have which effects on the other parts of the game world, the player can home in on the good ending by maximizing the visual reward.〔Meer, Alec. ''(Eigh-Step Plan )''. Rock, Paper, Shotgun. 15 September 2007.〕 Once all components have been maximized and the world is fully developed, the player wins.〔McDougall, Jaz. "'(Cultivate surreal stories in the Grow series )". ''PC Gamer''. 31 August 2010.〕〔DeMarco, F. ''(Flash Game To Suck Your Soul: Grow Cube )''. Kotaku. 18 November 2006.〕 Each game in the main series has a good ending, many bad endings, and often a secret easter egg ending.〔Meer, Alec. ''(All Grown Up: New Eyemaze Game )''. Rock, Paper, Shotgun. 30 August 2010.〕 Titles in the MiniGROW series, however, tend to be much smaller〔Sjoberg, Lore. "(GROW nano vol.2 )". ''Wired''. 21 February 2007.〕 and simpler,〔Meer, Alec. ''(Sickly Thing )''. Rock, Paper, Shotgun. 20 February 2008.〕〔Khaw, Casandra. ''(Browser Game Pick: Grow Nano 4 (EyeMaze) )''. Indiegames.com. 2 May 2011.〕 ranging from 6 buttons to as few as 3.〔 抄文引用元・出典: フリー百科事典『 ウィキペディア(Wikipedia)』 ■ウィキペディアで「GROW (series)」の詳細全文を読む スポンサード リンク
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