7 February 2013
Updated 9 August 2014
Welcome to one of the oldest genres in video games. That graphics are not even required to create puzzles (numbers or letters alone can do the job nicely), it's no wonder that this genre has been around for such a long time. You'll also find that variations on the genre are diverse—everything from falling blocks and mazes to platformers and even classic adventure layouts.
Thanks to the low demands on graphics, this is also a genre that has aged well with time, so it's a great source to dig into for expanding your retro game collection. Alright, let's get this Top 10 started with a gem of a title that you've most likely never played... |
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Mutech |
Hudson Soft |
1993 |
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Regular Lode Runner games can get stale fast, but it's the many different modes of play and multiplayer support that push this particular release ahead of its brethren and into this Top 10. You start off with the choice of Battle (multiplayer), Puzzle (single player), or Edit (design your own stages).
Let's tackle Battle first—easily the most fun of the bunch, because who doesn't like disintegrating holes underneath people and watching them seal up while they're inside? There are actually three different modes: Survival (a free for all), Escape (find the gold and get up the escape ladder first), and Tag (two teams of two against each other). If you're all alone, you can assign the computer to the four other players, but playing with four other humans is highly recommended. There's definitely a Bomberman feel to the mayhem—complete with power-ups—and that's a good thing.
In single-player Puzzle mode you can proceed through enemy-filled levels (New Game) like in the typical Lode Runner releases, choose one of 50 enemy-free puzzle stages (Any Stage), enter a password to continue where you left off, or select a file for a stage of your own creation. Speaking of which, that's one of the coolest features in this title. You can design and save up to ten custom-created stages. The edit mode is surprisingly rich, too, including three different sizes for levels and the ability to easily test play them. Try making a stage that's impossible to complete and then better your friend $100 they can't finish it.
Yet another example of an awesome title that was never originally released outside of Japan. Fortunately, Hudson tried to make amends with a world wide Wii Virtual Console release. You can even use a fifth player with the addition of one GameCube controller! In short, this is not only a fantastic puzzle game, but it's also one of the best versions of Lode Runner ever created and a great multiplayer experience in its own right. |
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Indieszero |
Nintendo |
1998 |
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Sutte Hakkun roughly translates to "transparent-keyhole-shaped being that can move blocks and animate them with colors." Okay, maybe not, apparently it really means—if the intertube sources can be trusted—"suck and blow." Seriously. Despite being in the #9 spot, this represents the pinnacle of suspect game titles in this list. Both translations actually do accurately describe the amazing gameplay of this brilliant platforming puzzler. Your main character can inhale brick blocks or colors from glass jars. By exhaling, you can place the block in a new location or imbue it with a color, which sends it into a particular back-and-forth pattern of motion; red is vertical, blue is horizontal, and yellow is diagonal.
Blocks always start moving from the exact place that you color them and with no recollection of a previous movement pattern. For example, you can glide atop a blue block to its right-most extent, take its color away, recolor it, and then it will begin a new movement pattern, this time with a pattern that carries it to the right further than before.
This is one hell of an original approach to the genre, and there probably isn't a single other title in the history of video games that replicates these mechanics. Levels start simply, building your understanding of the mechanics gradually, but add in some tricky jump-color moves and multiply the different colors and things rapidly become more complex. Released originally on the SNES Satellaview and only finding a cartridge release late in the console's lifetime, this game has never gotten the broad audience it deserves. Do something about that! |
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Tecmo |
Tecmo |
1992 |
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In the realm of video games, is it really that impressive when characters precisely throw a football or slash enemies to ribbons? That's a cake walk. Let's get serious; can you solve diabolical puzzles by extinguishing flames with ice blocks? Have you ever even heard of such a game? I thought not. It's because Tecmo rocked the NES so hard with so many awesome titles that you can easily miss a few and this particular one appeared in small numbers and late in the console's life span.
What you have here is a sequel to Solomon's Key, but in reality is plays more like an entirely new and better game. The controls appear simple at first: you can create or disintegrate ice blocks to your left or right, just under the plane on which you stand, depending on the direction you're facing. Similarly, you can push them across the screen by bashing your character into them. The laws of physics do apply, so ice blocks will fall directly down holes and, if you disintegrate the only anchors for an ice shelf it will fall.
The first few levels start off easy, but you'll soon find that the mechanics of pushing, disintegrating, and jumping exactly one block in height, combined with ice shelf physics and clever flame placement can make seemingly simple levels quite difficult. A hidden gem of excellence that represents yet another feather in Tecmo's cap. |
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Konami |
Konami |
1990 |
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Remember level two in Gradius? Those crazy moai statues from Easter Island that spit destructive bubbles at you? Well, they were so popular that they spawned their own titular game. Of course, it was only released in Japan.
What we have here is another blend of plaftormer meets puzzle game, but what's a little unusual is the emphasis on action and combat. This moai statue packs a headbutt wallop that would make Bonk proud, capable of stunning enemies and even blasting little ones off the screen entirely. Add layers of complexity like destroying blocks with your head, a limited jump (so plan carefully!), the ability to push boulders, send them careening across the screen with a smack of your head, as well as picking up the occasional bomb that you can use to destroy platforms below you, and you've got options (and challenges) galore.
The objective for each level is simple—rescue a child and exit at the double doors—but once you get through the basic introductory levels that introduce you to the different mechanics, the difficulty ramps up fast. Action or puzzle elements alone would be a breeze, but the combination of them is diabolical. Stun an enemy and there's only a short time before they recover and even fire projectiles at you, so you better solve the next step of the puzzle or pay the price. Inevitably, this collision of time pressure and precise puzzle solving causes you to make a lot of mistakes.
As though dominating the NES scene with huge franchises like Castlevania and Contra wasn't enough already, Konami delivered this zany, complex, and original—Easter Island statue copyrights aside—puzzle game as well! Was there any genre that Konami didn't rock back in the 8-bit days? |
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Irem |
Banpresto |
1995 |
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How does Irem do it? They created all sorts of hidden gems that play nothing like R-Type. This one is a cross between Tetris and Lemmings. Blocks fall from the top of the screen and you can move them and spin them into position to help baby Gussun—and Oyoyo in a two player game—climb to the exit. The clever combination of these gameplay mechanics, alone, is enough to make a great title, but Irem takes it much further.
You'll find all sorts of charming, fun, and silly details. Slam a block next to one of the babies and you'll fighten it into quickly moving in the opposite direction. With the correct timing, you can even get a baby to walk onto a block that's still falling and take massive shortcuts in some levels. Squashing enemies with blocks is easy, but they'll respawn, so trapping them is a better long-term plan. Bombs also fall from the top of the screen, helping you destroy badly configured blocks or enemies.
There's a wealth of gameplay modes as well. In two-player co-op mode, only one baby needs to finish the level for you to win, making it tempting to just off the other player with the first block that falls. Of course, if your opponent has the same plan things don't work out so well; it's reminiscent of the two-player tension found in New Super Mario Brow. Wii. There's also a versus mode where you have to survive the longest as flames rise. Rounding out the full package is a level editor, complete with battery backup for saving your diabolical designs. It's hard to imagine a more complete package. |
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#5 — Eggerland / Adventures of Lolo |
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HAL Laboratory |
HAL Laboratory |
1988 |
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HAL Laboratory |
HAL Laboratory |
1989 |
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Before Kirby saw the light of day, HAL Laboratory was already making games with animated puffballs. Known as Lolo (or Eggerland in Japan), this titular character navigates puzzles, rather than platforms. Basically, you pick your way through a single-screen maze, trying to collect every heart, and once that's accomplished a key appears that will take you to the next level. Along the way, of course, you encounter all sorts of obstacles from simple trees and water to fire-breathing lizards and medusa-like statues that can turn you to stone before you can dodge their glare.
The original Japanese exclusive is called Eggerland: Souzouhe no Tabidachi, which roughly means "Departure to Creation," and it's one of the least accessible titles in the series, since it was only released on the Famicom Disk System. While it offers infinite replay qualities (you can create and save your own levels), its graphics (i.e. flat black background) represent its age and are more primitive.
You'll find that the much more readily available Lolo 1 has more detailed backgrounds and that the puzzles are easier. Relatively easier, that is. Chances are you'll sail through several levels and then find yourself impulsively loading up a gamefaqs cheat sheet out of frustration. To it's credit, though, you'll find that the early levels slowly introduce you to the different gameplay elements. At first you merely have snakes that block your path. Then there are fire-breathing lizards, activated when you collect the final heart, encouraging you to time that final pick-up carefully. It's excellent game design that is so often lacking today. No need to read a manual or be burdened with a tutorial. Just play and you'll quickly figure it out. |
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Irem |
Irem |
1990 |
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Maybe you've heard this before, but the story goes something like this...You wake up one day and discover that the Fantasy Kingdom has been turned to ice by the Wizard King, and all the kingdom's inhabitants have been imprisoned in dream bags. Only you were unaffected by this dire magic, so it's up to you to defeat enemies with your special freezing breath and save the kingdom. Got to love it. What a brilliant and hilarious story line. They just don't write them today like they used to.
While Irem is usually only recognized for its space blasting and Bydo killing shoot 'em up R-Type, this developer actually made some excellent contributions to other genres, such as this little title right here. No doubt, there are quite a few similarities to Adventures of Lolo: you navigate single-screen mazes, and the careful manipulation of blocks is essential. Beyond that, you'll find many a clever addition.
Kickle's freezing breath is as amazingly useful as it is ridiculous. Turning enemies into ice blocks creates natural barriers that can protect him from enemies and projectiles. You can also kick the block of ice across the screen, demolishing enemies caught in its path, and if the ice block falls into the water it creates a new platform you can cross. As yet another bonus, kicked blocks can collect bonus point items for you. As if that's not enough, you can also spawn ice pillars, which is especially useful for fencing those Guantlet-like things that spew enemies. Along your quest you'll encounter a large variety of enemies and dangers as well, from slow-moving blobs to bob-omb wannabes and even turrets that shoot at you. Give this bizarre game a try and you won't be disappointed. |
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Silicon & Synapse |
Interplay, Ballistic |
1992 |
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Silicon & Synapse |
Interplay, T&E Soft |
1993 |
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Long before the smash hit World of Warcraft, the Blizzard part of the Activision Blizzard game-making behemoth was just Silicon & Synapse. They were still making totally awesome games, though. You don't see puzzle platformer games created that often, but this particular one can still rival the very best in this niche sub-genre.
The opening story is simple and humorous. You watch the three dwarves go hunting outside their village; they express how content they are there; then they get kidnapped by aliens. But here's the brilliant catch: As the dwarves hunt, each of them demonstrates the unique abilities that you'll need to harness when the real game starts. It's a brilliant little tutorial. You don't necessary need any more tips after that, but if you so desire you can activate question mark buttons on levels to get additional gameplay tips. It's entirely optional, so you need never be bogged down by unnecessarily forced tutorials. If only modern-day game developers learned from this sort of game design...
Each dwarf can do at least two unique things. For example, the fattie named Olaf can block enemies/projectiles with his shield, hold it above his head when falling to glide, or put his shield up in the air for the nimble Erik to use as a stepping stone. They can also pick up items (keys, bombs, and food). Throw in a variety of enemies, obstacles, and level layouts, and things get complicated very fast. The key to completing each level is switching between the characters and using teamwork. Fortunately, the shoulder buttons on the SNES pad make switching a breeze. All dwarves need to make it to the exit to move onto the next level.
The animations and dialogue are all very amusing, setting a wonderfully humorous tone throughout the game, and helping to make each new challenge a little less frustrating. The only gripe you might have is the music, which can get repetitive and is merely average. Nevertheless, this is a must play if you appreciate unusual puzzle games. |
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#2 — Tetris / Tetris & Dr. Mario |
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Tengen |
Tengen |
1988 |
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Nintendo |
Nintendo |
1994 |
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Bet you thought this would be the obvious number 1! Nah, can't be too predictable. That Tetris is fantastic, prolific, and one of the all-time best examples of the genre is obvious. You can even argue that the Game Boy would have been a hit if it only had Tetris built in and didn't even play other games. What's interesting about this particular entry is the contrast between the two best versions.
The SNES version doesn't feature a real head-to-head survival mode, rather you just compete to complete a certain number of lines first—kind of lame. There isn't an option to slam blocks down once you have them lined up. Most annoying of all, once you start a game (i.e. 1-player vs. computer) you have to reset the game if you want to get back to the title screen and select a different mode.
Tengen's unlicensed port is not only better than the official one for the NES (two-player vs. is a must!), it easily tops the 16-bit version even though it was released six years later. There are more gameplay modes (including Survival!), more music choices (including silence), and you can easily change modes after each game. There's even a really wacky two-player simultaneous option. The graphics are very simply and functional, but—more than perhaps for any other title it doesn't matter—the gameplay is so damn good you won't care. |
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