Picross NP Vol 1-8 (SNES)
It seems like most of my family love Picross. I certainly do. It’s more interesting than Sudoku because there’s more variety possible, while still being purely logic. Once you really get a handle on the rules and intricacies it becomes very satisfying to smash through a puzzle while you’re in the “Picross Zone”. The other great thing about it is you get a cool picture at the end, with either nice, awkward or heavily stylised pixelart. Depending on your game, this will also be colourised or even animate at the end.
Another big draw for me in Nintendo-licensed Picross games is the Nintendo-themed puzzles. Picross NP did that so much better than other ones I’ve played, as instead of the lazy and boring way of replicating 8-bit sprites on a puzzle grid, they featured new, original pixel art renditions of characters, even ones that were already pixel sprites.
I’ve played through the Normal mode of Picross DS, to get to the Extra section with the 8-bit sprites. Too much Mario. 3 rows of it to be precise! Leaving only one row for Samus, Link, Ice Climber, and Excitebike. Getting there was awesome fun, though. Having said that, often what you filled in was very hard to distinguish until they colourised it for you, meaning you wouldn’t know until the very end what it is you were making. From my experience, the older games in the series had puzzles that were simpler in shape so you could guess.
Let me get the angry part out of the way. The PAL regions’ version of Picross DS was abysmally under-supported compared to the US and Japan. I’m talking downloadable puzzle packs. We got 2 packs of 5, they got 100 and 60 packs, respectively. I felt so cheated.
So I emulated the highlights of what they got. First, recap.
Mario’s Picross for Game Boy, 1995. All regions got the cart release and later 3DS VC release.
Mario’s Super Picross for SNES, 1995. Japan only for cart, Wii VC release for Japan and PAL (untranslated, and they charged more for it. The cheek!)
Picross 2 for Game Boy, 1996. Japan only for cart and 3DS VC.
Picross NP for SNES, 1999. Japan only, released in 8 volumes via the Nintendo Power cartridge rewriting service.
Picross DS for DS, 2007. All regions got it, PAL got shafted in the DLC department. DLC, for reference, included many puzzles from Mario’s Picross, Mario’s Super Picross, and all 8 volumes of Picross NP.
Picross-e and Picross-e2 for 3DS eShop, 2011-2012. Japan and PAL.
So the USA has had less games released, but a much better version of DS. The reason for that (and less for PAL too) is poor sales of the first game outside Japan.
Ok, so what I decided was the touchscreen interface was best. If I had to use the inferior button interface, I would only bother with the puzzles that were really interesting to me, namely the Nintendo IP puzzles in NP. The other 3 have some too, but mainly sprites—NP, as I’ve said, had 12 puzzles in each of 8 volumes with redrawn Nintendo characters, animated after solution. Awesome~!
The properties were covered with one per volume: Pokemon, Yoshi’s Story, Kirby, Lylat Wars, Ocarina of Time, Super Mario 64, Wario Land 2, and Donkey Kong Country. For more information see here. (They erroneously claim the games were distributed via Satellaview, but their puzzle lists are accurate.) The last 3 volumes had slightly different presentation in the menus, and of course all had many more puzzles apart from “Character Mode” but that was the only mode I concerned myself with.
It was, as I predicted, totally cool. As you go on, you could try and guess who it would turn out to be based on the theme, and then at the end the whole thing was coloured and the characters started doing a little animation loop. Very cool. I tried to make a gif, but it was so hard and it didn’t work and it got blurry and distorted.
As I said, the button interface was inferior. Much easier to make mistakes and just less natural. There were other interface issues, or rather, the DS and 3DS versions have made many improvements over these older ones. Like automatically greying out the row numbers when you fill a row, you had to do that manually here. This version also counted down and failed you after half an hour, instead of counting up and just not registering a completion after an hour (they let you finish the puzzle but it didn’t count). So actually doing the puzzles was a worse experience and just made me wish I’d been able to do the same puzzles, but with the improved interface, rules, and controls of DS. Sigh. I got used to it though and was soon racing through them.
Of course, the interface of NP was not without its charms. Its different presentation was novel and colourful, compared to the rather flat DS one. The puzzles were presented on book pages, with a character-approproate background for the NIntendo puzzles (in vol 1-5), and the cursor was alternately a crayon or pencil. Of course, DS had a series of themed puzzle tiles (although the Mario brick one for Extra was unintuitive and hurt my eyes!), and its DLC packs (I assume) all used the Mario’s Picross-style archeological chipping at stone theme. So they each have their unique features.
For that reason, I’m glad I played the Nintendo puzzles in their original form. I still feel cheated but ha! I emulated your games for free! How do you like that, Nintendo! Ugh, I’m a bad person aren’t I?
Yeah so Picross is loads of fun! It’s relaxing to just follow these logic rules for puzzles. There’s plenty of versions of it on the iOS App Store, so go pick one up (there’s even free ones). I was introduced to the concept by “Shady Puzzles” for iPhone. Or get Picross-e, it’s quite good. In that case, if you’re unlucky enough to be American, well nuts to you! Now you know how we feel about Earthbound and countless other games! (Quick note about -e compared to DS: smoother interface, less puzzles, non-animated solutions.) It was so nice to see these cameos, it’s the same reason I like Tetris DS. Enhance the concept with IP dressing. Recipe for success. Ok thanks for reading guys!