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NES box art for Mendel Palace, the cover of NEStalgia episode 384

384 · Mendel Palace

▶ Game info
VerdictPlay it
GenrePuzzle
ReleasedOctober 1990
SeasonSeason 6
DeveloperGame Freak
PublisherHudson Soft
July 4, 2025 · 45 min · transcript available

In Mendel Palace, you are Bon-Bon and you have to rescue your girlfriend Candy, who has fallen asleep and is now trapped in her dream. To progress, you have to go through various areas that feature dolls as enemies. Games are played on a board of 7x5 sliding tiles, using an overhead view. By sliding floor tiles, you'll be able to put them off balance and make them crash in the wall, leading to their destruction.

Our verdict: Play it

Mendel Palace is Game Freak's debut, and the Pokemon fingerprints are everywhere: Satoshi Tajiri directed, and the artist and composer both went on to the Pokemon games. You play Bon Bon, rescuing your girlfriend Candy from her own dream. You can play ten levels without noticing there's a story. In Japan it was called Quinty, with a different story and the same game. Mike, Sean and Joe were on this one.

What we liked

  • One rule, many twists. Every room is a five by seven grid, and the only way to finish off an enemy is to slide a tile or send a ripple so they hit a wall. Each world has ten rooms and new enemy behavior: stompers who shove a whole row of tiles, dancers who spin around, dolls who draw copies of themselves. Each world almost feels like its own little game, and you can go to any of them in any order.
  • Action first, puzzle second. On a first visit to a level it plays like an action game, because the enemies never stop moving. Once you know the answer it reads more like a puzzle. We didn't agree on which it is, and the mix worked.
  • Hidden surprises. Star panels give points and a speed boost, and a cross panel scatters a whole row. One cross panel also triggered an enemy spawner, a creative trap.
  • Cute and fine with it. We didn't understand the complaints we read about the game being too cute. It's from the Pokemon people, and it reminded us of that.

What held it back

  • Guesswork. You can't tell what's under a tile. After Loopz, we felt this was incomplete information again, and Slay the Spire and Into the Breach, where the puzzle tells you what's coming, came up as the modern contrast.
  • Fuzzy movement. The room is a grid but you aren't, so you and several enemies can share part of one tile. "Flipping" tiles looks more like sliding them under their neighbors.
  • Uneven bosses. One world's boss turns you into a stomper and you win with a single button press, another has just a cut scene, and the candy, dream and doll themes never come together. There is also a hidden timer, with five-second pickups the game never explains.

Beyond the game

The game gave Tajiri the credibility to pitch Pokemon for Game Boy and the link cable, and it took six years, 1990 to 1996. We thought the Wikipedia article oversold it as an inspiration. Two players cooperate, and we daydreamed a Bomberman-style versus mode, though the random tiles make that awkward.

The bottom line

Play it. Joe came around once the worlds started to differ, calling it a great game he isn't mind-blown by, so he voted play it. Sean was never going to vote essential, since it's too unfocused about its mechanics, and Mike wasn't convinced enough to add it. So it stays off the Essential Games List, still fun and still weird.

Written from our conversation in this episode.

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