NEStalgia

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NES box art for Loopz, the cover of NEStalgia episode 383

383 · Loopz

▶ Game info
VerdictSkip it
GenrePuzzle
ReleasedOctober 1990
SeasonSeason 6
PublisherMindscape
June 27, 2025 · 36 min · transcript available

A puzzle game where the main goal is to make loops! Random pieces are presented over a board, including simple lines and corners as well as S bends and other warped shapes, of varying sizes. It is up to the player to link them up in a loop form, then moving on to the next level. Pieces can be placed on any empty space on the grid, and rotated into one of the four main compass directions.

Our verdict: Skip it

Loopz arrives right after Pipe Dream, which made the pipe jokes inevitable, and we got them out in the first minute. It is not about pipes. You drop pieces onto a confined, top-down board and close them into loops, which then vanish and score. It started on the Amiga and Atari ST, and the NES version is a direct adaptation. Mike, Sean and Joe were on this one.

What works

  • Closing a loop feels good. Finish one and it disappears, scores and frees space. Sometimes we had to build junk off our plan and still managed to loop it, turning a mistake into a small victory.
  • It's a system you master. There are no set solutions, only a tangle you can learn to untangle. We liked that, and it's less frantic than Tetris, since you aren't watching a piece fall toward the floor.
  • The delete piece. The gear icon lets you click an unfinished loop and wipe it, which is a nice escape hatch.

What doesn't

  • No next-piece preview. This was our biggest complaint. Without it you only avoid boxing yourself in, and plans keep shrinking: we start by planning one huge loop, then two, then five tiny ones for a few points each.
  • Fuzzy rules. Sometimes a piece we placed was a loop and we didn't know why, and sometimes we thought we'd closed one and hadn't. We suspect we missed the rules, and five pages of manual text with no pictures didn't help.
  • No ramp. You pick a difficulty and stay there. Level three felt like a challenge, and by seven or eight we couldn't always get the piece across the board before the timer ran out. We wanted a mode that starts slow and speeds up. On easy levels you can go forever, and interest drains.
  • Memory mode. Game C shows you a loop, removes it piece by piece, and has you rebuild it, and since the pattern is symmetrical it's hard to get wrong. We wanted it to hide the shape and give you hints about what connects to what, so it felt like a puzzle.
  • Dry presentation. The pieces are a single color on a camouflage green and beige board, the UI is a score, a timer bar and a loop count, and the music is quiet enough that we asked what music. Compare Pipe Dream's flowing water or Tetris's colors. It felt like a mobile game on a Motorola flip phone. We daydreamed a circuit-board theme.

Beyond the game

The box art gives the board far more room than the real game does. We wandered off into mobile ads and fake streamers, and decided a re-release wouldn't be a sleeper hit, since people want daily quests. The Z in the title was almost what swayed Joe.

The bottom line

Skip it. All three of us voted against it. Joe said it was definitely not essential and not worth playing, and Sean said it's a system for a game that shouldn't exist, with very little onboarding. Mike said right away that it clearly isn't essential. It's a competent puzzler without the cast, color or music that make these games stick.

Written from our conversation in this episode.

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