Previously: 2016 2017 2018 2019 2020 2021 2022 2023
* indicates a repeat
1~50
1. Terranigma (SFC)
2. Eastward (PC)
3. Pulse (PC)
4. Lost Ruins (PC)
5. Turnip Boy Commits Tax Evasion (PC)
6. Dropsy (PC)
7. Call of Juarez Gunslinger (PC)
8. Pokemon Ruby (GBA) *
9. Secret of Mana (SFC)
10. Fire Watch (PC)
11. Bokura (PC)
12. Romancing SaGa (SFC)
13. Trials of Mana (SFC)
14. Castlevania Legends (GB)
15. SaGa 2 (GB)
16. SaGa 3 (GB)
17. Celeste (PC)
18. Hell Yeah! Wrath of the Dead Rabbit (PC)
19. Celeste 64 (PC)
20. CB Chara Wars: Ushinawareta Gya~gu (SFC)
21. To The Moon (PC)
22. LOVE (PC)
23. Pikuniku (PC)
24. Night in the Woods (PC)
25. The Beginner's Guide (PC)
26. Suikoden (PS1)
27. Chocobo Dungeon 2 (PS1)
28. Pokemon Mystery Dungeon: Advance! Fire Adventure Team (Wii)
29. Pokemon Mystery Dungeon: Go! Storm Adventure Team (Wii)
30. Pokemon Mystery Dungeon: Aim! Light Adventure Team (Wii)
31. Line Attack Heroes (Wii)
32. The Quest for Camelot (GBC)
33. Tales of Destiny (PS1)
34. Metal Walker (GBC)
35. Frog Detective 1 (PC)
36. Pokemon Mystery Dungeon: Red Rescue Team (GBA) *
37. Frog Detective 2 (PC)
38. Frog Detective 3 (PC)
39. Super Robot Wars Alpha for Dreamcast (DC)
40. Brain Lord (SFC)
41. Lagoon (SFC)
42. Dark Hunter: Jou Ijigen Gakuen (PS1)
43. Ys: Books I & II (PCE)
44. Ys III: Wanderers From Ys (SFC)
45. Ys IV: Mask of the Sun (SFC)
46. Dark Hunter: Ge Youma No Mori (PS1)
47. Ys V - Expert (SFC)
48. Jaseiken: Necromancer (PCE)
49. Paladin's Quest (SFC)
50. Adventures of Lolo (NES)
2. Eastward (PC)
3. Pulse (PC)
4. Lost Ruins (PC)
5. Turnip Boy Commits Tax Evasion (PC)
6. Dropsy (PC)
7. Call of Juarez Gunslinger (PC)
8. Pokemon Ruby (GBA) *
9. Secret of Mana (SFC)
10. Fire Watch (PC)
11. Bokura (PC)
12. Romancing SaGa (SFC)
13. Trials of Mana (SFC)
14. Castlevania Legends (GB)
15. SaGa 2 (GB)
16. SaGa 3 (GB)
17. Celeste (PC)
18. Hell Yeah! Wrath of the Dead Rabbit (PC)
19. Celeste 64 (PC)
20. CB Chara Wars: Ushinawareta Gya~gu (SFC)
21. To The Moon (PC)
22. LOVE (PC)
23. Pikuniku (PC)
24. Night in the Woods (PC)
25. The Beginner's Guide (PC)
26. Suikoden (PS1)
27. Chocobo Dungeon 2 (PS1)
28. Pokemon Mystery Dungeon: Advance! Fire Adventure Team (Wii)
29. Pokemon Mystery Dungeon: Go! Storm Adventure Team (Wii)
30. Pokemon Mystery Dungeon: Aim! Light Adventure Team (Wii)
31. Line Attack Heroes (Wii)
32. The Quest for Camelot (GBC)
33. Tales of Destiny (PS1)
34. Metal Walker (GBC)
35. Frog Detective 1 (PC)
36. Pokemon Mystery Dungeon: Red Rescue Team (GBA) *
37. Frog Detective 2 (PC)
38. Frog Detective 3 (PC)
39. Super Robot Wars Alpha for Dreamcast (DC)
40. Brain Lord (SFC)
41. Lagoon (SFC)
42. Dark Hunter: Jou Ijigen Gakuen (PS1)
43. Ys: Books I & II (PCE)
44. Ys III: Wanderers From Ys (SFC)
45. Ys IV: Mask of the Sun (SFC)
46. Dark Hunter: Ge Youma No Mori (PS1)
47. Ys V - Expert (SFC)
48. Jaseiken: Necromancer (PCE)
49. Paladin's Quest (SFC)
50. Adventures of Lolo (NES)
52. Adventures of Lolo 2 (NES)
53. Adventures of Lolo II (Famicom)
54. Adventures of Lolo 3 (NES)
55. Kickle Cubicle (NES)
56. Adventures of Lolo (GB)
57. Cocoron (Famicom)
58. The Darkness (PS3)
59. Haze (PS3)
60. Animaniacs (GB)
61. Lair (PS3)
62. Bionic Commando (PS3)
63. Donkey Kong Land (GB)
64. Darkwing Duck (NES)
65. Donkey Kong Land III (GBC)
66. Donkey Kong Land 2 (GB)
67. Metroid II (GB) *
68. Pokemon: Brilliant Diamond (Switch)
After all the Pokemon I played last and this year, I was still honestly in the mood for more and didn’t super wanna stop, but anything else I wanted to replay was on DS or other consoles I couldn’t stream while I played them, so it was as difficult as usual to get myself to actually want to play that. Fast forward a bit, and I discovered that this game actually goes for super cheap these days despite being so new, and 1500 yen was a price too good to pass up for an easy way to play another “old” Pokemon game on a console. It took me around 25-ish hours to play through the Japanese version of the game on real hardware (with my team of Empoleon, Luxray, Honchkrow, Lucario, Carnivine, and Hippowdon).
Brilliant Diamond is the fourth generation of Pokemon as much as it ever was in most ways, and one way it’s effectively still exactly the same is the story. Starting out just out on a local adventure with your hyperactive friend Barry, you quickly find yourself in possession of some Pokemon, and the local Pokemon Professor entrusts you with a Pokedex to fill up. Thus, as is so often the case, begins your journey to become the Pokemon master and save the world from some shadowy organization. Pearl/Diamond’s story is very much just sorta “another one”, in many ways, but it’s a nice steppingstone towards the more serious/involved kind of storytelling we’d eventually be trying in later games. The narrative and gameplay changes made for Platinum are not present here, so Cyrus’s whole plan doesn’t quite have the interesting bite that it does in that game, but I still found his whole thing of “clearly doesn’t actually want to be right about all this” very neat and a fun way to spin a Pokemon villain. It’s hardly the best Pokemon story in the world, but it’s a perfectly fine setup for your Pokemon adventure to take form with.
In most ways, this game is just old fourth gen Pokemon with a new coat of paint. The Pokemon and where you find them are the same, the gym leaders and their Pokemon are (mostly) all the same (outside of how many strong trainers have held items on their Pokemon now), and the routes and locations are all the same too. While these remakes didn’t get nearly the overhaul the previous generations of Pokemon remakes did, there are still some very meaningful quality of life changes and improvements worth talking about. For starters, the most unavoidable change is that you now have a full party experience share on all the time. While it would be nice to have an option to turn it off (for those who want it, as more choices for this kind of thing is always good), I never really had any problem with it. Tough fights (most gym leaders and especially the Elite Four) still felt tuned just right for where my party was in power, and most of what the exp share system meant was that I never had to spend any time grinding up a better party, which I always appreciate.
Other very appreciated quality of life improvements include the ability to access your Pokemon boxes to swap Pokemon in and out almost anywhere, and the elimination of HMs as they used to exist. Now, just like most newer games since Sun/Moon, you just access HMs from your Poke-watch equivalent, so you don’t need HM having Pokemon cluttering up your party constantly anymore. This leads me into another big change, which is the Grand Underground. With more stuff to do, Pokemon to find, and online connectivity, the Underground is more fun and addictive than ever. It’s a really nice improvement on the old version of this, and there were several times I had to pull myself away from peacefully mining away underground because I had to go to bed XD. However, the Underground does have a knock-on effect that’s not so nice. You can find randomly spawned items in the Underground such as TMs, and in order to push you towards using the Underground, this is yet another more recent Pokemon game where TMs are no longer find one, use infinitely as they used to be. It was never a huge problem in my playthrough, as when you find most TMs, you find 3 to 5 copies of it, but it’s still an annoying feature that I wish wasn’t there.
The last little change I want to mention is in how this is technically based off of the Pokemon ruleset as it existed in Sword/Shield. In most regards this doesn’t mean much, as it’s not like they added in new Pokemon that weren’t originally here, but what it *does* impact are the Pokemon already here. Pokemon not only have their move learn sets from Sword/Shield (meaning most everyone has a pretty valid/good move set now), but fairy type now also exists. Fairy type Pokemon and moves existing is one of the biggest changes to trainers and especially your strongest opponents, as they now are much better equipped to handle your dark type Pokemon that used to be able to safely sweep them back in the original DS versions.
Outside of those things, these games really are the fourth generation of Pokemon the same as it ever was, and that’s honestly a positive just as much as it is a negative. Granted, I wanted to play old Diamond/Pearl again, which is why I picked this up. I want to make clear that I explicitly appreciate that commitment to sticking to how these games used to be. At the same time, it’s difficult to ignore a lot of the issues that fourth gen Pokemon has always had. There are around 100 new Pokemon again, but a very meaningful amount of them (more than 25%) are linked to old Pokemon by virtue of being new baby Pokemon evolutions or new final evolutions of old Pokemon. There’s nothing inherently wrong with adding new evolutions, of course, but it creates a new problem for the regional Pokedex of Sinnoh.
Despite this game adding just about as many new Pokemon as Ruby/Sapphire did on the GBA, there is a remarkable lack of actually new Pokemon to find and use in this game as a result of just how many new Pokemon are just evolutions of old ones or are just very hard to find in general (like all the ones you get on honey trees). Just to facilitate all those new evolutions, there are a TON of old Pokemon who *need* to be here, because otherwise you couldn’t get those new evolutions of theirs at all, and that leaves less and less space for just genuinely new and interesting Pokemon. I actually put off playing this game for a good while due to just not being able to pick an interesting team that wasn’t composed of nearly all old Pokemon from the first or second generation of games. The acquisition problems aren’t nearly as significant as Gold/Silver had it back on the GameBoy, but it’s really hard for me to ignore just how weak the overall regional Pokedex is in Pearl/Diamond.
The other main aspect of the original games that drags these ones down is the way the routes are designed. Routes tend to be long and *packed* with trainers. Your team will be getting whittled down so much on every route, even through just bare attrition, that you’ll be going back to Pokemon Centers to heal quite frequently. Admittedly, this is a problem lessened a bit by the full party exp share mechanic, as your party will generally be all around a good level to be swapped in to take on the army of trainers you’re going to be facing. In the older games, if you were swapping in and out strong and weak Pokemon to train up weak ones constantly, you’d be going back to Pokemon Centers to heal even more often, and that’s even more of a big pain in the butt.
I’ve seen a lot of complaints about this game about how the exp share mechanic makes normal trainers just feel like fodder, but I honestly think people are diagnosing the problem wrong. The issue isn’t the exp share making all trainers easy (as most every normal trainer in a Pokemon game is just exp fodder for your team, imo), so much as it is the routes just have SO many trainers that things just get naturally tedious as you’re forced to fight yet another one. Much like just how much of Ruby/Sapphire is just boring endless water routes in both the originals and the remakes, this route design issue a very meaningful problem the original games have, and these games really have their hands tied in having any meaningful way to fix them.
I know the aesthetics for this game were quite a controversial topic at its release, but I quite liked them. The overworld and battles are all 3D instead of 2D now, and they’ve kept the old scale of things from the DS games where everyone is chibis outside of battle but more detailed in battle. This was something I found very silly and fun, but I get not really liking how the chibis look. It’s just something that’s going to vary from person to person on how it really vibes with you, but I, for one, really liked it. The music is great as it ever was, though. Pearl/Diamond had a good pile of good tracks, and these new Switch versions of them are excellent new renditions of them~.
Verdict: Recommended. This is something I *want* to highly recommend, but I just can’t really with how strong the negatives are despite how much I enjoyed it. As great as the new quality of life features, slight balance changes, and the graphical facelift are, this is still Pokemon fourth gen at the end of the day, and that fact is these games greatest strength as much as it’s their greatest weakness. If you’re looking for a prettied up version of Pearl/Diamond to play on modern hardware that has a lot of great new quality of life features, then this is a great game to pick up, especially for the price it’s currently marked down to. However, if you found fourth gen Pokemon boring and too drawn out back when it was released, or you just have a hard time going back to the older style of how Pokemon games were designed and balanced, then this is likely not going to do much to change your stance on things.
Brilliant Diamond is the fourth generation of Pokemon as much as it ever was in most ways, and one way it’s effectively still exactly the same is the story. Starting out just out on a local adventure with your hyperactive friend Barry, you quickly find yourself in possession of some Pokemon, and the local Pokemon Professor entrusts you with a Pokedex to fill up. Thus, as is so often the case, begins your journey to become the Pokemon master and save the world from some shadowy organization. Pearl/Diamond’s story is very much just sorta “another one”, in many ways, but it’s a nice steppingstone towards the more serious/involved kind of storytelling we’d eventually be trying in later games. The narrative and gameplay changes made for Platinum are not present here, so Cyrus’s whole plan doesn’t quite have the interesting bite that it does in that game, but I still found his whole thing of “clearly doesn’t actually want to be right about all this” very neat and a fun way to spin a Pokemon villain. It’s hardly the best Pokemon story in the world, but it’s a perfectly fine setup for your Pokemon adventure to take form with.
In most ways, this game is just old fourth gen Pokemon with a new coat of paint. The Pokemon and where you find them are the same, the gym leaders and their Pokemon are (mostly) all the same (outside of how many strong trainers have held items on their Pokemon now), and the routes and locations are all the same too. While these remakes didn’t get nearly the overhaul the previous generations of Pokemon remakes did, there are still some very meaningful quality of life changes and improvements worth talking about. For starters, the most unavoidable change is that you now have a full party experience share on all the time. While it would be nice to have an option to turn it off (for those who want it, as more choices for this kind of thing is always good), I never really had any problem with it. Tough fights (most gym leaders and especially the Elite Four) still felt tuned just right for where my party was in power, and most of what the exp share system meant was that I never had to spend any time grinding up a better party, which I always appreciate.
Other very appreciated quality of life improvements include the ability to access your Pokemon boxes to swap Pokemon in and out almost anywhere, and the elimination of HMs as they used to exist. Now, just like most newer games since Sun/Moon, you just access HMs from your Poke-watch equivalent, so you don’t need HM having Pokemon cluttering up your party constantly anymore. This leads me into another big change, which is the Grand Underground. With more stuff to do, Pokemon to find, and online connectivity, the Underground is more fun and addictive than ever. It’s a really nice improvement on the old version of this, and there were several times I had to pull myself away from peacefully mining away underground because I had to go to bed XD. However, the Underground does have a knock-on effect that’s not so nice. You can find randomly spawned items in the Underground such as TMs, and in order to push you towards using the Underground, this is yet another more recent Pokemon game where TMs are no longer find one, use infinitely as they used to be. It was never a huge problem in my playthrough, as when you find most TMs, you find 3 to 5 copies of it, but it’s still an annoying feature that I wish wasn’t there.
The last little change I want to mention is in how this is technically based off of the Pokemon ruleset as it existed in Sword/Shield. In most regards this doesn’t mean much, as it’s not like they added in new Pokemon that weren’t originally here, but what it *does* impact are the Pokemon already here. Pokemon not only have their move learn sets from Sword/Shield (meaning most everyone has a pretty valid/good move set now), but fairy type now also exists. Fairy type Pokemon and moves existing is one of the biggest changes to trainers and especially your strongest opponents, as they now are much better equipped to handle your dark type Pokemon that used to be able to safely sweep them back in the original DS versions.
Outside of those things, these games really are the fourth generation of Pokemon the same as it ever was, and that’s honestly a positive just as much as it is a negative. Granted, I wanted to play old Diamond/Pearl again, which is why I picked this up. I want to make clear that I explicitly appreciate that commitment to sticking to how these games used to be. At the same time, it’s difficult to ignore a lot of the issues that fourth gen Pokemon has always had. There are around 100 new Pokemon again, but a very meaningful amount of them (more than 25%) are linked to old Pokemon by virtue of being new baby Pokemon evolutions or new final evolutions of old Pokemon. There’s nothing inherently wrong with adding new evolutions, of course, but it creates a new problem for the regional Pokedex of Sinnoh.
Despite this game adding just about as many new Pokemon as Ruby/Sapphire did on the GBA, there is a remarkable lack of actually new Pokemon to find and use in this game as a result of just how many new Pokemon are just evolutions of old ones or are just very hard to find in general (like all the ones you get on honey trees). Just to facilitate all those new evolutions, there are a TON of old Pokemon who *need* to be here, because otherwise you couldn’t get those new evolutions of theirs at all, and that leaves less and less space for just genuinely new and interesting Pokemon. I actually put off playing this game for a good while due to just not being able to pick an interesting team that wasn’t composed of nearly all old Pokemon from the first or second generation of games. The acquisition problems aren’t nearly as significant as Gold/Silver had it back on the GameBoy, but it’s really hard for me to ignore just how weak the overall regional Pokedex is in Pearl/Diamond.
The other main aspect of the original games that drags these ones down is the way the routes are designed. Routes tend to be long and *packed* with trainers. Your team will be getting whittled down so much on every route, even through just bare attrition, that you’ll be going back to Pokemon Centers to heal quite frequently. Admittedly, this is a problem lessened a bit by the full party exp share mechanic, as your party will generally be all around a good level to be swapped in to take on the army of trainers you’re going to be facing. In the older games, if you were swapping in and out strong and weak Pokemon to train up weak ones constantly, you’d be going back to Pokemon Centers to heal even more often, and that’s even more of a big pain in the butt.
I’ve seen a lot of complaints about this game about how the exp share mechanic makes normal trainers just feel like fodder, but I honestly think people are diagnosing the problem wrong. The issue isn’t the exp share making all trainers easy (as most every normal trainer in a Pokemon game is just exp fodder for your team, imo), so much as it is the routes just have SO many trainers that things just get naturally tedious as you’re forced to fight yet another one. Much like just how much of Ruby/Sapphire is just boring endless water routes in both the originals and the remakes, this route design issue a very meaningful problem the original games have, and these games really have their hands tied in having any meaningful way to fix them.
I know the aesthetics for this game were quite a controversial topic at its release, but I quite liked them. The overworld and battles are all 3D instead of 2D now, and they’ve kept the old scale of things from the DS games where everyone is chibis outside of battle but more detailed in battle. This was something I found very silly and fun, but I get not really liking how the chibis look. It’s just something that’s going to vary from person to person on how it really vibes with you, but I, for one, really liked it. The music is great as it ever was, though. Pearl/Diamond had a good pile of good tracks, and these new Switch versions of them are excellent new renditions of them~.
Verdict: Recommended. This is something I *want* to highly recommend, but I just can’t really with how strong the negatives are despite how much I enjoyed it. As great as the new quality of life features, slight balance changes, and the graphical facelift are, this is still Pokemon fourth gen at the end of the day, and that fact is these games greatest strength as much as it’s their greatest weakness. If you’re looking for a prettied up version of Pearl/Diamond to play on modern hardware that has a lot of great new quality of life features, then this is a great game to pick up, especially for the price it’s currently marked down to. However, if you found fourth gen Pokemon boring and too drawn out back when it was released, or you just have a hard time going back to the older style of how Pokemon games were designed and balanced, then this is likely not going to do much to change your stance on things.
69. Eggerland (FDS)
I held off for a while after getting a bit burned out by the sheer amount of Adventures of Lolo I played a few weeks back, but I decided I could hold off no longer when I found I actually did, indeed possess a way to play the original few Eggerland games on Famicom. This is a game I technically beat after its sequel, though given how these games so directly build off of one another, it just makes more sense to break my usual way of doing things and write about them in the order they came out rather than the order I finished them in. For this particular game, it took me about 10-ish hours to finish all the levels in the Japanese version of the game with liberal save state and rewind use on emulated hardware.
This game has a relatively simple setup, like basically all of these games do. There are some fancy extra details in the manual and such, but the fact of the matter is that the evil Lord Egger has kidnapped Princess Lala, and it’s up to the brave hero Lolo to venture into his labyrinth, defeat him, and rescue her. Hardly an original premise, sure, but it does give us an interesting look into the old way these games were designed, a way that they’d ultimately completely abandon.
The building blocks of stages are going to be familiar to anyone who has played Adventures of Lolo. You’re Lolo. You can push green blocks and you die in one hit from enemies. Your objective is to collect all of the heart framers and collect the key from the chest to go to the next level. It’s a timing and combat-focused approach to sokoban games, and it used to be HAL’s bread and butter for a lot of the 80’s. However, rather than the later Lolo games which are all just linear games progressing stage to stage (with the occasional varied way of accessing them, such as how Lolo 3 does), the first three Eggerland games (this game, it’s MSX predecessor, and its Famicom sequel) are actually adventure games too, not just puzzle games!
Instead of just automatically progressing to the next level upon beating the one you’re in, you have the option of going in any of the doors found in the border walls of the room you’re in (or even sailing off on a current with the raft you find, if you don’t mind drowning because you happened to unwittingly pick the wrong invisible current to travel on, at least <w>). You find a map fairly near the start of the game (or at least you *can*), and it’ll show you the roughly 11x11 grid that the labyrinth exists on. This is a good a time as any to mention that while in *most* ways this is a port of the MSX game, Eggerland 2, there are a handful more levels added to this one as well as a final boss fight and larger ending cutscene.
In addition to those 121 levels, there are a handful of time trial special ones you’ll need to find by beating certain levels, and there are even a few special hidden time trials you’ll need to find by pushing a particular block in a particular room (and you’ll need to do all of those if you actually want to beat the game ^^; ). While the adventure game elements do add a ton of interesting aspects to the gameplay loop (such as finding your way to the particular side of a room where the puzzle can actually be completed from, instead of the one you’re currently at where it’s just impossible), it’s also the source of the game’s biggest issues. Perhaps a closer look at the manual would reveal otherwise, but in the game proper, there is absolutely no indication that those hidden time trial levels exist at all.
Additionally, some levels have “hints” indicated in the lower right corner of the screen, and that hint will be a bump in the right direction to figuring out just how to finish that level. Levels with hints are almost always impossible to complete through normal means. These solutions range from the plausibly solvable (such as shooting the “hint” item, something you’d otherwise never do) to the utterly absurdly unguessable (like touching a sleeping hopper 5 times to make a special power up appear), and while they’re certainly something different, they’re very rarely all that fun. I actually didn’t look up any proper puzzle solutions for this game, but I did have to look up quite a few of those hint solutions, as a lot of them were just utterly baffling in what the game actually wanted me to do for them. They don’t ruin the game by any means, but they’re a rather sour part of an otherwise relatively well-balanced Lolo game.
The last thing about this game that’s worth mentioning in the context of the later Adventures of Lolo games is the engine they’re using for it. While there are graphical differences that I’ll get to later, something that will be very apparent very quickly to anyone familiar with the later NES games will be just how different enemy behavior is. Enemy AI is remarkably poorer in this game, and it can both take some getting used to as well as be quite annoying to put up with. Any enemy that tracks you (skulls, hoppers, and metals) has a FAR shorter range of “seeing” you than they do in later games, and they’ll very often get stuck in infinite circle loops despite being just two or three blocks away from you. Getting close enough to actually trigger their follow AI can often result in death, which is one of the main reasons my use of rewinds and save states was so high despite this game being (mostly) much less vicious than most of the later Lolo games.
The Gal (dragons) fire is also nowhere near as fast as it is in later games, they require you being directly in front of them before they’ll fire at you (instead of firing as soon as you cross into their line of sight at all), and skulls are VERY slow compared to later games. None of those imperfections are deal breakers, of course, (certainly not compared to the hidden stuff I mentioned earlier) but it’s just more stuff to add onto the “annoying bull crap” pile that makes the game harder to hop into and enjoy than various other Eggerland games.
The aesthetics of the game are much more primitive than the form they take in the Adventures of Lolo games, but they still have a lot of retro charm to them. The graphics are much more simple than later Lolo games would be. While certainly a far step up from its MSX counterpart, floors are untextured and enemy and environmental sprites are far less detailed than later games would have. It gives the game a very fun old school charm, though the less detailed environmental sprites in particular can make navigation more of a pain than they should be at times. The biggest note about the presentation, though, is the music for me. Not only is the music in this game quite good (as you’d expect in even an early HAL Labs game like this), but there’s so much of it! Unlike basically every Adventures of Lolo game on the NES and Famicom which has like one puzzle solving song each, this game has like four or five of them! It's a small victory, of course, but it was mostly just baffling when compared to just how small the soundtracks of later Lolo games are X3.
Verdict: Hesitantly Recommended. As much as I did enjoy this game, it still shows its age pretty badly. The adventure game stuff is implemented very clumsily, and the difficulty curve on puzzles is all over the places (puzzles go from almost absurdly simple to ridiculously unforgiving at the drop of hat, no matter where they are on the map). While a big fan of the Lolo games like me can certainly find a lot more Lolo goodness to enjoy here, anyone who’s a more tepid fan of sokoban-type games should probably approach with significant caution (if they approach at all) if they’re not prepared to look up longplays on Japanese Youtube to find the solutions to the more unknowable adventure game elements like I did XD
This game has a relatively simple setup, like basically all of these games do. There are some fancy extra details in the manual and such, but the fact of the matter is that the evil Lord Egger has kidnapped Princess Lala, and it’s up to the brave hero Lolo to venture into his labyrinth, defeat him, and rescue her. Hardly an original premise, sure, but it does give us an interesting look into the old way these games were designed, a way that they’d ultimately completely abandon.
The building blocks of stages are going to be familiar to anyone who has played Adventures of Lolo. You’re Lolo. You can push green blocks and you die in one hit from enemies. Your objective is to collect all of the heart framers and collect the key from the chest to go to the next level. It’s a timing and combat-focused approach to sokoban games, and it used to be HAL’s bread and butter for a lot of the 80’s. However, rather than the later Lolo games which are all just linear games progressing stage to stage (with the occasional varied way of accessing them, such as how Lolo 3 does), the first three Eggerland games (this game, it’s MSX predecessor, and its Famicom sequel) are actually adventure games too, not just puzzle games!
Instead of just automatically progressing to the next level upon beating the one you’re in, you have the option of going in any of the doors found in the border walls of the room you’re in (or even sailing off on a current with the raft you find, if you don’t mind drowning because you happened to unwittingly pick the wrong invisible current to travel on, at least <w>). You find a map fairly near the start of the game (or at least you *can*), and it’ll show you the roughly 11x11 grid that the labyrinth exists on. This is a good a time as any to mention that while in *most* ways this is a port of the MSX game, Eggerland 2, there are a handful more levels added to this one as well as a final boss fight and larger ending cutscene.
In addition to those 121 levels, there are a handful of time trial special ones you’ll need to find by beating certain levels, and there are even a few special hidden time trials you’ll need to find by pushing a particular block in a particular room (and you’ll need to do all of those if you actually want to beat the game ^^; ). While the adventure game elements do add a ton of interesting aspects to the gameplay loop (such as finding your way to the particular side of a room where the puzzle can actually be completed from, instead of the one you’re currently at where it’s just impossible), it’s also the source of the game’s biggest issues. Perhaps a closer look at the manual would reveal otherwise, but in the game proper, there is absolutely no indication that those hidden time trial levels exist at all.
Additionally, some levels have “hints” indicated in the lower right corner of the screen, and that hint will be a bump in the right direction to figuring out just how to finish that level. Levels with hints are almost always impossible to complete through normal means. These solutions range from the plausibly solvable (such as shooting the “hint” item, something you’d otherwise never do) to the utterly absurdly unguessable (like touching a sleeping hopper 5 times to make a special power up appear), and while they’re certainly something different, they’re very rarely all that fun. I actually didn’t look up any proper puzzle solutions for this game, but I did have to look up quite a few of those hint solutions, as a lot of them were just utterly baffling in what the game actually wanted me to do for them. They don’t ruin the game by any means, but they’re a rather sour part of an otherwise relatively well-balanced Lolo game.
The last thing about this game that’s worth mentioning in the context of the later Adventures of Lolo games is the engine they’re using for it. While there are graphical differences that I’ll get to later, something that will be very apparent very quickly to anyone familiar with the later NES games will be just how different enemy behavior is. Enemy AI is remarkably poorer in this game, and it can both take some getting used to as well as be quite annoying to put up with. Any enemy that tracks you (skulls, hoppers, and metals) has a FAR shorter range of “seeing” you than they do in later games, and they’ll very often get stuck in infinite circle loops despite being just two or three blocks away from you. Getting close enough to actually trigger their follow AI can often result in death, which is one of the main reasons my use of rewinds and save states was so high despite this game being (mostly) much less vicious than most of the later Lolo games.
The Gal (dragons) fire is also nowhere near as fast as it is in later games, they require you being directly in front of them before they’ll fire at you (instead of firing as soon as you cross into their line of sight at all), and skulls are VERY slow compared to later games. None of those imperfections are deal breakers, of course, (certainly not compared to the hidden stuff I mentioned earlier) but it’s just more stuff to add onto the “annoying bull crap” pile that makes the game harder to hop into and enjoy than various other Eggerland games.
The aesthetics of the game are much more primitive than the form they take in the Adventures of Lolo games, but they still have a lot of retro charm to them. The graphics are much more simple than later Lolo games would be. While certainly a far step up from its MSX counterpart, floors are untextured and enemy and environmental sprites are far less detailed than later games would have. It gives the game a very fun old school charm, though the less detailed environmental sprites in particular can make navigation more of a pain than they should be at times. The biggest note about the presentation, though, is the music for me. Not only is the music in this game quite good (as you’d expect in even an early HAL Labs game like this), but there’s so much of it! Unlike basically every Adventures of Lolo game on the NES and Famicom which has like one puzzle solving song each, this game has like four or five of them! It's a small victory, of course, but it was mostly just baffling when compared to just how small the soundtracks of later Lolo games are X3.
Verdict: Hesitantly Recommended. As much as I did enjoy this game, it still shows its age pretty badly. The adventure game stuff is implemented very clumsily, and the difficulty curve on puzzles is all over the places (puzzles go from almost absurdly simple to ridiculously unforgiving at the drop of hat, no matter where they are on the map). While a big fan of the Lolo games like me can certainly find a lot more Lolo goodness to enjoy here, anyone who’s a more tepid fan of sokoban-type games should probably approach with significant caution (if they approach at all) if they’re not prepared to look up longplays on Japanese Youtube to find the solutions to the more unknowable adventure game elements like I did XD