Eggerland Mystery (MSX Review) The First Game in the Adventures of Lolo Franchise

Eggerland Mystery
Platform: MSX
Released in 1985
Developed by HAL Laboratory, Inc.
NO MODERN RELEASE

Yeah, the puzzle design in this one can be quite weird.

Eggerland Mystery is the very first game in the franchise that would come to be known as The Adventures of Lolo outside of Japan. America only got three of those games, but there’s a LOT more Lolo releases that Americans never got. That obviously includes the first two games since MSX never got a US release, but there’s also Famicom-exclusives and even a Game Boy version of Lolo. So it’s a pretty big series, actually, and before Eggerland Mystery, I’d only played one of them all the way through: the original US version of Adventures of Lolo. It was actually the first NES game I reviewed for IGC all the way back in my first year (I also started playing Lolo 2 but I’m pretty sure I never finished it). Eggerland/Lolo is one of those confusing franchises where the version America got is completely different from the Japanese original. NES Lolo 2 in the West is Lolo 1 in the East, and the puzzles in Japanese Lolo 1 are different from those in American Lolo 2. On the left is level 1-1 of The Adventures of Lolo 2 in the US, and on the right is Adventures of Lolo 1 in Japan’s level 1-1.

So that’s awesomely annoying. I’ll do my best to walk everyone through this when I get to later games in the series. The first US NES Adventures of Lolo is on Switch Online right now, and it’s worth a look. They’re a series of logic-puzzlers with a slight action tilt to them, but the focus is mostly on flexing your gray matter. Well, at least that’s where the series will eventually end up. It became kind of obvious with this first release that HAL wanted to make something a little more arcade-like and hadn’t realized their bread and butter would be in tight, one-solution style puzzles. Eggerland Mystery comes close at times to being equal parts action and puzzle, and the result is a game with an identity crisis. Luckily, that crisis would be resolved in the next game in the franchise. I’ll get to the sequel soon, but today, let’s look at the first game.

One original aspect of this that wasn’t used in future games: sometimes (very, very rarely) the final door is hidden and must be found.

With a whopping 100 puzzle rooms (plus 20 bonus round rooms) and 5 post-game stages that require a special password to unlock, Eggerland Mystery is a pretty dang big game. If you played any of the NES or Famicom versions of Lolo, you mostly know what to expect. Instead of collecting hearts, you collect diamonds. There’s no treasure chest to reach, either. That’s replaced with a door that opens after you’ve collected every diamond. The object is simply to collect all the diamonds and then walk through the door. There’s a handful of enemies, some of which are harmless, while others, like medusa, prevent you from crossing their path unless you place a block in their line of sight.

The arrows seen in this screen can be walked through from the side, but never in the opposite way they’re pointed. Also, you don’t know which diamonds give you shots until you get them, but they always give you two shots when they do.

The medusas can’t be killed (except in the bonus stages, which are stupid), but with other enemies, some of the diamonds provide you with shots that temporarily turn them into eggs. Once they’re eggs, another shot blows them off the screen (they will respawn soon) OR you can push them, using them functionally as blocks to help solve the puzzles. They can even be pushed in the water and used as rafts. Finally, some levels might also provide you with special tools like bridges to cross water or the ability to change the direction of a one-way arrow. So far, so Lolo. But, this for sure isn’t the NES Lolo in many, many ways.

Between bonus stages, you’re provided with a password if you need to quit, but you’re also provided with one single character for the ultimate password that takes you to the final five stages of the game. Beating those five stages doesn’t get you a better ending or anything like that (hell, there’s no ending at all) but the toughest level in the game was among those five puzzles, so that’s something. Here is that password, with the heart being the final thing you enter.

For starters, your movement is quite janky. I’d describe the animation in this game as “choppy” which causes the controls to sometimes seem laggy or unresponsive. You’ll especially feel it when you have to ride eggs that you’ve pushed in the water or dodge the armadillo-like enemies that roll at you, who are by far the hardest aspect of the game. It’s certainly not the puzzles themselves. It’s clear that the designers didn’t fully grasp the concept of tight puzzle design at this point, because I was able to finish tons of levels with leftover shots. I was also often able to circumvent the “puzzle logic” by ignoring threats, specifically the skulls. In future Eggerland/Lolo games, the skulls will move faster and provide a legitimate threat that needs to be addressed before grabbing the final diamond/heart in the room, which wakes them up. In Eggerland Mystery, you move faster than them, and sometimes you can even grab the final diamond when it’s directly next to a skull and, as long as you start moving right away, avoid being killed by it when it wakes up. I did this in multiple rooms.

Don’t get me wrong: there’s levels where you’re meant to leg-it past the skulls, like in this stage. In other stages, you’re meant to “tempt them” to chase you in one direction and then you simply run around to the other side once they’re committed to the path they’re on. You’re much faster than them, so as long as you don’t panic, you’ll win every foot race. It helps the skulls aren’t very smart and don’t necessarily heat-seek you. In future games, you mostly can’t ignore them.

The dragons have a similar problem. Although they’re much harder to cheese, sometimes you can trick them by taking a half-step forward and letting them fire at you, then back up and run past them once their fire passes you. This requires a lot of room though, and now I’m curious if this is possible to do in future Lolo games. Either way, a lot of the puzzles have “multiple outs” and, for games like this, I prefer a much tighter design. Fans of the NES games will also notice that many enemies and elements common to Lolo hadn’t been invented yet with this game. The “leapers” that fall asleep when you touch them? They’re not here, nor are the walking versions of the medusas that throw swords at you, the rock monsters that push you around, sand traps, or any stages involving lava or collapsing bridges. In 105 levels, I only got stuck one time, and that’s when I realized that the game had introduced the teleporting snakes idea where you must kill one of the harmless snakes, then push a block over where it was, and it’ll respawn somewhere else.

In this gallery, you can see me start with a snake above the river, but after it sinks in the lake, because I covered the space it started, it reappears south of the river. By the way, the currents aren’t visible, so you won’t know how a raft behaves until you try it.

It took me nearly an hour to figure that out. Mind you, you’re two-thirds of the way through the game before this is even needed, with no education that this is even going to be a thing that you need to do. It’s pretty obvious that HAL had no idea what they were doing and were flying by the seam of their pants with Eggerland Mystery, but the franchise would drastically improve from here. For the first game, they didn’t quite grasp that they were a home puzzle game and not a coin-op. You’ll notice there’s a score in the corner, though that’s related to collecting diamonds and how many enemies you kill. There’s no penalty for taking too many steps like some Sokoban games (aka Boxxle) might do, nor is there a bonus for saving shots. At least I don’t think there’s a bonus, but there are bonus stages which were quite lame and a constant reminder of how janky the game’s “combat” mechanics are. The shooting is not very well programmed, as not every shot that’s a direct hit actually works to turn an enemy into an egg. I had a TON of moments where a shot landed and nothing happened. It’s all but a guarantee it’ll happen to you multiple times in some of the later bonus stages and even during a few of the puzzles.

In the bonus stages, you can’t die and enemies that normally shoot you, like the medusa, no longer do. You have 20 seconds to blow away every enemy on the screen for bonus points. This was a huge waste of time.

If you play in the B Mode of the game, you play the same 100 levels, only this time you have a time limit and each stage has bonus point items. While that sounds enticing, the items are seemingly hidden in arbitrary spots, and possibly randomly generated. There’s no “puzzle” element to the scoring system. I stuck to the A mode and was more than happy. For all its jank, the formula created by Eggerland lasted through over ten games for a reason. I’m just getting restarted with Lolo after playing the first game in the franchise back in 2012. Over the next year or two, I intend to review all the other console and MSX games in the series. When I do, the thing I’m hoping to see improved the most isn’t actually the play control, but the difficulty scaling. There were so many times late in the game where I found myself saying “that should have been a very early puzzle.” So there’s a LOT of room for improvement, but the good news is, the franchise will keep getting better. In fact, it gets so good that it makes Eggerland Mystery feel like an unfinished proof of concept.

I’m pretty sure this is the only game in the Lolo franchise where one of the special power items allows you to generate a new block any place you want and then push around. In future games, this would be replaced with a hammer that allows you to shatter a single rock anywhere you want. Sadly, the “magic framer” item only appears a couple of times in the entire 100+ level game.

The reason this isn’t the first game in a Definitive Review is because I’m taking my time with these games. I think I would have gotten bored if I played through Eggerland Mystery’s 100+ puzzles (and the unbearable bonus levels) in a single sitting. Instead, I paced myself over the course of a week and took frequent breaks. Games like this are ideal for that, and Lolo specifically excels when you hit-up a handful of levels at a time. That’s why I really think Nintendo and HAL need to figure things out and put out a collection. It’s just such a perfect franchise for a portable platform like Nintendo Switch. Well, I do sort of question how portable the humongous Switch 2 really is. I don’t take it places like I did the original, BUT MY POINT STANDS!

If you’re saying “hey wait, didn’t I see that thing in Kirby?” Yes. Yes, you did. Lolo and Princess Lala (pronounced Low-Low and Lah-Lah) are actually recurring villains in the Kirby franchise, only they’re now called “Lololo & Lalala.” No clue why. If HAL wanted to resurrect the gameplay style of the franchise, I have no objection to dropping Lolo in favor of Kirby. The gameplay is what’s timeless and Lolo’s character design is as generic as it gets, and I say that as a woman who uses a generic round, yellow character as a mascot. Along with StarTropics, this seems like the biggest HAL/Nintendo franchise to get NO reference at all in Smash Bros. I absolutely do not understand how this series, so beloved across the world and a game that sold enough to get TEN games has no clout in the 21st century.

I’m going to guess that when I finish the series, I’m going to ultimately name Eggerland Mystery the worst in the franchise. It’s clunky, often forgets what kind of game it is, and the level design isn’t particularly strong. It’s not necessarily weak, either, but it’s so loose compared to the US versions of Lolo that I can’t even guarantee Lolo fans will like Eggerland Mystery. The movement is too sluggish and the puzzles aren’t as tight or clever as the series would get, to the point that I think Lolo fans are likely to be at least a little disappointed. But if you want to see where one of gaming’s most underrated franchises got its start, I still think it’s worth a look. Just lower your expectations if you’re familiar with the series, because this thing is SLOPPY. But it’s fun too, and another reason why gaming fans owe the MSX more than they realize.
Verdict: YES!

Spyleaks

Spyleaks is part Loloish puzzler, part space shooter.  Notice I didn’t say “a cross between” or “a mix of” because it’s not.  In each of the five worlds in the game, you play five puzzle stages, then a space shooter, and then finally a timed “run the gauntlet” puzzle.  It’s weird.  I like weird, but this is a different kind of weird.  Like someone making a peanut butter and cloves sandwich, where you wonder who in their right mind would see the potential in that combination.

I’ll ignore the storyline about the exploits of the greatest spy ever known.  Spies typically being people who can blend in.  The dude in this game has buck teeth that would draw the attention of Stevie Wonder, but he makes up for it with the ability to push safes as tall as he is with minimal effort.  Not only that, but he’s so stealthy about it that he can push a safe right in front of a guy who has his eyes wide open and go completely undetected.  Dude, you’re good.  James Bond bows at your feet.  Sigh.  Obviously I did anything but ignore the story.

Of course there are zombies.  If your game doesn’t include them, you have to pay the zombie tax.  Yep, there’s a zombie tax.

As far as gameplay, Spyleaks is very similar to the Adventures of Lolo, which is as of yet the only Virtual Console game I’ve reviewed here.  And the only reason I did so was because I played two XBLIG titles that were tributes to the series: Aesop’s Garden and Crystal Hunters.  For an obscure franchise that’s gotten pretty much no love from its developer in two decades, Lolo sure has spawned some amazing games on Xbox Live Indie Games.  Aesop’s Hunters and Crystal Gardens both made my big one-year anniversary Top 25 feature.  With credentials like that, there’s no way Spyleaks could be better than Aesop’s Crystal or Garden Hunters, right?

Wrong.  Spyleaks is the best of the bunch.  I’ll get to the incredibly out-of-place shooter sections later and focus on the 25 standard puzzles presented here.  Although the game closely reminded me of the three titles I spoke of above, Spyleaks changes the formula a lot.  Sure, you still shove crates, stun-lock enemies to use as crates, and ultimately try to open up an exit.  Where Spyleaks changes things up is with its button and gate system.  Levels typically have one or more different colored switches or buttons that you have to activate to proceed.  Those switches will activate corresponding gates.  It’s not an original feature by any means, but it adds to the complexity of the puzzles in the game.  If Aesop’s Garden was too hard for you, don’t even bother trying Spyleaks unless you want your head to explode.

Oh, and if your head is in danger of exploding but you think you ought to try the game anyway, be a chum and make sure you live stream it.  What can I say?  I’m a fan of spectacles.

Stealth also factors in.  Some of the enemies are situated like guards who only give chase if you cross in front of them.  Whoever you’re spying on must be the most charitable mother fucker alive because he only seems to hire guards with severe visual impairments.  That’s mighty noble of him, and yet I would think a donation to the Schepens Eye Research Institute would probably be smarter, what with the fact that I can walk directly next to a guard and he won’t see me.  Now if you walk right in front of them, they start to give chase.  This mechanic is the basis for several of the timed “finale” puzzles that close each of the five game worlds.  I really enjoyed all of Spyleaks’ mind benders, but I really liked these ones.  They could have been the basis of an entire game on their own.

I’m not sure if the “!” symbol here indicates you’ve been spotted or if the guard broke wind.

Before this review turns into too much of a love-letter, I have some bones to pick with Spyleaks.  Stun-locking enemies is done by picking up tranquilizer darts (or anti-robot-shock-things if you’re shooting machines).  All movement in the game is done one full square at a time.  If you shoot an enemy while he’s moving into the square next to you, even if you shoot before he touches you, you die.  That’s bullshit.  Isn’t the time-honored tradition in these situations “tie goes to the runner”?  Thankfully, death here is treated with the dignity that typically befalls it, meaning your character does cartwheels in place and then shakes his head before flat-lining.  Same thing happened to my great-great-great-great grandfather right before he died of old age.  Cart-wheeled right on his death-bed did he.

Thankfully, that’s the only complaint I have about Spyleaks. . . . . is what I would be saying if not for the space shooter stuff.  Allow me to brow-beat the developer for a few seconds: WHAT THE FUCK, DUDE?  It’s not that these sections play poorly.  They control fine, they’re handled well enough.  They’re not particularly exciting though, and if I want something to give me a break from the puzzles, I’ll take a break from the fucking game!  

I get it.  Puzzle games are a particularly tough sell on XBLIG, and not everyone wants them.  Let’s talk about a fictional, hypothetical XBLIG customer so as to not single anyone in particular out.  I’ll call him, oh, Dave Voyles.  Now let’s say Dave has rotted his brain out with too many rounds of Mega Man, coupled with all the head trauma he received as a young man banging his head into a wall when he had online games of NBA 2K1 all sewn up only to have the pathetic little shit he was playing against rage quit the game with 0:03 remaining on the clock, destroying is 35 point lead.  Remember, purely hypothetical.  So Dave’s fragile brain is no longer capable of doing puzzle games.  Yet, he’s fine with shooters.

Perhaps this was put in to prevent anyone from gaining intelligence through Spyleaks. Well, don’t worry. Any IQ points accumulated will quickly be vaporized by this shit.

Dave is NOT going to buy this puzzle game on the basis that it occasionally takes a break to play a two-minute long shooter.  He’s just not.  It’s a novel attempt at luring him in, but it’s not going to sell him.  Especially when there is no way he can experience the shooting sections in the eight minutes that is allotted for demos on XBLIG.

I’m not busting the developer’s chops for this, nor am I down-ranking his game in any way.  Spyleaks is amazing.  It’s one of 2012’s best Xbox Live Indie Games.  So intelligent, so beautifully crafted, and so infectious.  It’s also the perfect length (25 single-screen puzzles, 5 “beat the clock” puzzles, 5 brief shooting sections, and a finale) and doesn’t overstay its welcome.  Will it be accessible to people who hate the genre?  Probably not.  And no, the space stuff isn’t worth playing the puzzles to get to.  Sorry, I can’t get over it.  How is it possible that the first game to crack the Top 25 on my brand new leaderboard since its inception could have such a weird design choice in it?  I don’t get it.  Breaking up an original, highly intelligent puzzler with random bits of a shooter is like breaking up the monotony of life on the International Space Station by occasionally opening up the cabin doors.

Spyleaks was developed by HeartBit Interactive

80 Microsoft Points didn’t realize until just this very moment that this game was by the guys who did Doom & Destiny in the making of this review.  Not sure why they don’t have their own dedicated website though.

Spyleaks is ranked on the Indie Gamer Chick Leaderboard.  Click here to see where it landed.