Kung Fu for NES is noteworthy for several reasons. For one, it has the distinction of being among the elite group of original launch titles for the NES, a group that every child of the 80's (well, at least every video game obsessed child such as myself) surely regards with special nostalgia. Even amongst that set, the game was notable for being one of the few not developed by Nintendo. (It was developed by a company called Irem.) The game seems to also be regarded as one of the earliest examples of a beat 'em up, a now firmly established genre.

You can read about the game's mechanics in this review at negativeworld.org. I pretty much agree with everything that reviewer says. Basically, the game is colorful and has an admirable amount of personality and variety within its five short stages (including some bizarre enemies such as the purple-haired "grippers" who grab on to you and drain your life meter, and the midget-sized "Tom Toms" who somersault onto your head if you're not careful), but the last few boss fights (particularly the fourth one) seem too much based on luck. The game's controls feel a bit stiff by modern standards, and the jumping attacks are underused. It's satisfying to punch and kick your way through the levels and overall the game doesn't outstay its welcome, but it does all feel quite basic and very short.

All in all it was nice to revisit a game I barely remembered and that I haven't really played since I was a kid. It's always interesting to see the origins of what is now commonplace (in this case, a beat 'em up game), but the game didn't hold my attention half as well as classics of the same period.

Fight these Kung Fu links:
- Entry at Wikipedia. Apparently the original name of the arcade version was Kung-Fu Master
- Random blog review I came across
- Entry at strategywiki.org, including a comparison of home versions
- Looks like someone made a retro fan sequel of the game

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I think it's safe to say that most gamers were disappointed that Nintendo went the micro-transaction route with their Candy Crush Saga clone, Pokémon Shuffle. It would've been nice if Nintendo had not had to stoop to such low tactics, but these are hard times for casual video games, and although I'm skeptical that pandering by trying to emulate smartphone successes will pay off, I don't begrudge them too much for trying.

Anyway, I tried to go into the game with an open mind. I've played Shuffle's predecessor, Pokemon Trozei, and although the sprites are similar, the mechanics are quite different. Whereas that game was more about quick reactions as opposed to skill in setting up combos and chains, this game really is like a typical match 3 game like Candy Crush Saga and for the most part you're not timed. It's nice to not have to rush to make your next move, although the options of next moves are so limited that I got by just fine with making optimal best single moves and not having to bother trying to plan anything in advance.

The game does a pretty good job of balancing letting you play for free vs. encouraging you to buy credits. Credits recharge one every half hour for a maximum of 5, so for me most sessions lasted about 25 minutes: 5 free credits to play about 20 minutes, and then 10 minutes of waiting before playing another few minutes. The game periodically gives you bonus extra credits, and I never felt tempted to spend real world money, although I suppose I can see how people could get sucked into it if they were fixated on "catching 'em all" as many of the Pokemon seem to have fairly low catch rates. As usual Genius Sonority did a pretty good job of incorporating Pokemon mechanics into the game, in particular by including mega evolutions, although the levelling-up system is somewhat underused since the Pokemon you catch don't evolve and catching the next evolution of a Pokemon is invariably more powerful than its pre-evolution.

Anyway, there are also special daily challenges and a group of bonus stages that are timed, and although I was somewhat addicted to it for about a week I'd pretty much had enough after getting about a third of the way through the main levels. It was an okay time-waster for my daily commute, especially since it's free and I didn't have any need to spend real money. I wasn't nearly as offended by it as Destructoid was, and in general felt somewhat positive about it, similar to NintendoLife, but as a gaming experience it was all pretty bland and forgettable despite the cute Pokemon trappings. Hopefully I'll be getting back to something a little more substantial in my next entry.

Shuffle these Pokémon Shuffle links:
- As usual Bulbapedia provides all the info you'd need
- Entry at Wikipedia

I was looking for a shorter game to play, and so I thought I'd finally check out Tetris DX. The game didn't really have much to recommend it, except that it was a slightly enhanced version of the original black and white Game Boy classic, and, in fact, a launch title for the Game Boy color when it was released in the fall of 1998.

Most likely only video game history buffs like myself really care about the minutiae of the different versions of Tetris, of which I've reported on four thus far: the aforementioned Game Boy classic, Natsume's Tetris Plus, Nintendo's 8-bit nostlagia-fest, Tetris DS, and Hudson Soft's Tetris Party Live. Being an older game Tetris DX lacks some of the things that have become part of the modern standard, including more than one preview piece, a hold box (which lets you set aside a piece for later use), and shadows plus a hard drop (an outline of the current piece appears in the well below, and you can press up to make it fall immediately to the bottom), but going back to the basics didn't feel like it put a damper on the fun at all. Basically the core gameplay of Tetris is awesomely addictive pretty much any way it's presented.

This iteration lacks the Nintendo cameos that the original had and replaces the now-iconic music with three tracks that seem more early 90's sounding, and adds the ability to save profiles along with highest scores by name, and also three new modes: get the highest score possible in three minutes, clear 40 lines the fastest possible, and vs. CPU. The vs. CPU mode is fairly challenging, and there's an interesting twist where you can battle yourself. The way this works is that the CPU mimics your play style, which presumably is purely on a statistical basis as the game records what percentage of lines you cleared during the unlimited marathon mode were four at a time, three at a time, two at a time, or one at a time (which, incidentally, caps out at level 30). The game records these statistics for the three profiles stored on the cartridge, so you can have the CPU mimic the other two users as well.

All in all this was a fun old-school version of the great Tetris gameplay that probably everyone knows and loves. Anyone with any other version probably doesn't really need to check this one out, but it was nice to cross this very minor first-party Nintendo release off my list.

Color these Tetris DX links:
- Video of the different possible endings (involving rockets being launched into outer space) you can get in the marathon mode
- Video of what is presumably the best possible ending, which is a virtual fireworks show, you can get in the time attack mode (I must have gotten the worst possible ending because my fireworks didn't make shapes.)
- As a side note: I'm guessing the vs. CPU mode doesn't have any endings, as I beat the mode on level 9 without any acknowledgement from the game
- The game also includes three cute little animations if you let the start screen play (the FAQ says you have to press buttons to see them all, but they actually just cycle through)
- A note on GameFAQs says that you can increase the probability of the I piece appearing by moving them from side to side as they fall. Interesting, if it's true.
- Entry at nintendo.wikia.com
- Obscure details at tetris.wikia.com
- Entry at Wikipedia

I picked up Teslagrad during an indie sale on the Wii U's eShop not too long ago just based on some good reviews I'd seen about it, and although I'd only planned on checking it out for a few minutes, before I knew it I had finished it in just two marathon sessions. The game is often described as being a Metroidvania (i.e. adventure game with a focus on exploration), but the game is actually much more of a straightforward platformer with puzzle elements. The game is arranged so that there's a long vertical corridor with series of rooms coming off of it, and each series of rooms basically functions as a mini-level. The map is nicely arranged so that each offshoot of the main corridor offers a new twist to the mechanics or a memorable hook, so that even though there are only a handful of power-ups the game doesn't ever get boring (except at the very end when you're required to collect a certain number of what I'd previously assumed to be optional trinkets).

The game's mechanics are based on electromagnetism, which I can't say I know much about in particular, but there's a fairly smooth learning curve and soon you'll be manipulating polarities (represented by the colors blue and red) like a pro: there were times I distinctly felt as powerful as Magneto from the X-Men comics/movies, and without having to wear that goofy helmet. The art style is distinctive, although I found that there were some places it fell short, in particular the main character's artwork felt too flat and unexpressive. The music and setting are atmospheric, and although there are sections that get pretty frustrating and sometimes just feel like flat out bad design as opposed to a challenge, the frustration is offset by unlimited lives so getting through them is for the most part just a matter of repetition and patience (which old-school gamers should be able to stomach, but younger gamers may not).

The game was definitely one of the more fun and memorable platformers I've played lately, but for me the game falls short of true greatness. Part of this is that there was more trial-and-error gameplay than I usually like, and the aforementioned dips in the quality of the art style. But the main reason I felt the game didn't sustain itself through to the end is that after you get through every room you're tasked with revisiting them to collect the otherwise optional trinkets (in this case, scrolls). Up to that point the "rooms as platformer levels" structure worked very well, but having to revisit rooms without any upgrade to make the second time through take less time basically means the game becomes artificially doubled since in the worst case you're replaying every section twice. In reality the game only requires you to locate less than half of the total number of scrolls (15 out of 36), but once I realized that tracking down more than the minimum would just be retreading the exact same ground I completely lost interest in extending my time with the game and went straight to the final battle. Apparently I didn't miss much since there are only two endings, one if you get the minimum and one where you get all 36, but this seems like a poor design choice and shoehorning a Metroidvania-like experience into a game that at its heart isn't a Metroidvania at all. Being able to warp to arbitrary rooms at this point in the game would've helped. I also have to mention that the game crashed on me three or four times, invariably when I was stuck in a difficult room trying and over and over again to get past a particularly annoying section. I also encountered a glitch where apparently a door was supposed to open but didn't and I couldn't progress and had to reset. Apparently I'm not the only person who experienced crashes with the Wii U version, although as that reviewer points out, the auto-save means that I was never in danger of losing significant amounts of progress.

My annoyance with the last, fairly pointless, collection requirement just contributed to my overall feeling that the game was solid but lacked that extra bit of polish that a company like Nintendo's games have that make their games more than the sum of their parts, and really special experiences. Granted, this may seem overly harsh considering that this is the Norwegian developer, Rain Games', debut (I think), but I definitely applaud them for what they did achieve and I'm definitely looking forward to seeing what they have in store for their next game.

Zap these Teslagrad links:
- Glowing review at Nintendo Life
- Entry at Steam
- Entry at Metacritic
- Entry at howlongtobeat.com
- Entry at Wikipedia

I've become a pretty big fan of the Art Style series, which is a series of mostly puzzle games developed by skip Ltd. and published by Nintendo. The next one I tackled was Art Style: Boxlife. I wasn't quite sure what to expect. I knew the game was about constructing boxes, which I originally thought sounded like it would be more tedious than fun.

By now I should've known not to underestimate the geniuses at skip Ltd. Boxlife is easily on par with the other entries in the series I've played, and is one of the best puzzle games I've ever played, period. The review at Nintendo Life has a good run-down of the game's mechanics, features, and modes, but basically you're tasked with cutting out 6-piece shapes from a given board and then folding them to form boxes. In that sense it's rather like a more tactile version of tangram puzzles, but the game gets satisfyingly (and eventually, rage-inducingly) difficult. The main mode introduces new shapes one at a time (you'll be surprised at how many different ways there are to make a box out of six squares), and although you'll start off just searching for the shapes, eventually you'll recognize it's faster to look for particular categories of patterns, e.g. four squares in a row with one square connected on one side, and one square on the other.

Although I debated about promoting this game to my favorite games of all time list, I think one of the sure signs of a great game is that it gives you a unique feeling of pleasure. In this case I found myself feeling like not just a factory worker, as the game suggests, but as a seamstress or a tailor, cutting patterns from cloth while trying not waste any, or as a sculptor, chiselling away at a hunk of marble trying to find the pattern hidden underneath. As with the other games in the series, this entry is also bursting with charm. The "la la la" of the opening music, the box-shaped visuals, the mini-sim life aspects, the animal sounds that reflect how quickly you finished solving a puzzle (with an elephant's triumphant bugling call indicating the fastest times), everything adds up to an extremely polished experience. I was also struck with how, like Art Style: PiCTOBiTS, the game is so dependent on the DSi's unique controls. IGN's Craig Harris's comment that PiCTOBiTS is “an extremely unique... puzzle game that could only work on a system with precise, pinpoint controls like the Nintendo DS and its stylus driven touch screen” exactly applies here as well, and the pixel-perfect precision of the controls really make this an experience as opposed to just another puzzle game.

In Nintendo fashion the game favors density over padding, so there aren't a plethora of levels or modes, but the game ramps up the difficulty quickly and replaying levels to get perfect scores is worthwhile as it hones your mastery of the game's mechanics. The later levels become much more about using logic to find the solution instead of just recognizing the different puzzle piece shapes, and I was reassured when I saw that Totilo at Kotaku also failed to complete the final level, which feels about twice as hard as the second to last level (already fairly challenging). Regardless of that downer, the game is extremely polished and memorable, and like manna for serious puzzle fans.

Assemble these Art Style: Boxlife links:
- Audio of the original Japanese ending credits, at Tiny Cartridge
- Entry at Metacritic