NEStalgia

← All episodes

NES box art for Puzznic, the cover of NEStalgia episode 398

398 · Puzznic

▶ Game info
VerdictPlay it
GenrePuzzle
SeasonSeason 6
DeveloperTaito
PublisherTaito
October 10, 2025 · 41 min · transcript available

The challenge in each level of Puzznic is to manoeuvre a selection of blocks into place so as to clear them all, by making them make contact with blocks of the same design. You control a cross-hair, which can move a block left or right, which can cause it to fall if there is no block under the space it would occupy. Support NEStalgia directly by becoming a member of our Patreon at https://www.patreon.com/Nestalgia  Members at the $5 and above level get access to our brand new show NEStalgia Bytes. A look at the famicom games you can play without any Japanese knowledge! For More NEStalgia, visit www.NEStalgiacast.com

Our verdict: Play it

Puzznik is a match puzzle that is not Tetris, Dr. Mario or Palamedes. You slide blocks around so identical ones touch and vanish, and you have to clear every block on the screen. Leave one stranded and you start over. The arcade original revealed naked women as you progressed; the NES version clears all of that out and lets the puzzle stand on its own. We liked it more than we expected.

What works

  • One big puzzle per stage. There are 16 stages of 10 puzzles each, 160 in all. You can't just match what is in front of you, because two of three identical blocks leaves one behind. Elevators, fixed blocks and narrow shafts make it an order-of-operations puzzle, and a bad first move can soft lock you.
  • Forgiving retries. Run out of retries and you only lose your score, then pick up where you were.
  • Gravnik, the second mode. One D-pad press shifts every piece at once, with gray blockers that move with them. Sean and Joe both preferred it. It made us think of 2048 and the ice-path puzzles in Pokemon Gold and Silver. There is a move limit and no timer, which is Joe's favorite part, and we were amazed that some stumpers take only two moves. It is more intuitive, though we couldn't plan two shifts ahead.
  • Uneven difficulty. A hard puzzle is sometimes followed by a gift, so going on instinct works more often than you would think.

What doesn't

  • The timer. We agreed Puznik doesn't need it. These are puzzles you want to sit and think about, and the clock pushes you into trial and error.
  • Sticky cursor and elevator timing. The third block of a match can land while the other two are clearing and still count. It feels a bit cheesy, but it is the design. The sticky cursor makes it twitchy.
  • No extras. Nothing special happens when you match symbols. No bombs, no bonus moves, no combos like Bejeweled. We would not need power-ups, but they would have been interesting.

Beyond the game

The manual's story says you have shot your last terrorist and beaten every game you own,. The arcade original came out a year earlier, and versions followed all the way to the PlayStation, nearly unchanged. The FM Towns version kept the adult content. The NES box art looks like a 1960s jazz album cover. Our theory is that Nick is like beatnik, a picnic for your brain.

The bottom line

Play it. We called it a solid puzzle game that Mike thinks holds up better than Dr. Mario. We all said it is not essential, because neither mode has enough in it to be a full release, and Joe has outgrown sitting down with something this frustrating.

Written from our conversation in this episode.

← The PunisherThe Silver Surfer →