Sutte Hakkun (1998)

- Developer
- indieszero Co., Ltd., Nintendo R&D2
- Publisher
- Nintendo
- Platforms
- Wii, Wii U, Super Famicom
- Genres
- Platform, Puzzle
- Where to get it
- Nintendo eShop

The catalog in 3D
The same catalog has a room you can walk around in. The cat behind the counter is the AI Catbot, and they pick real games from it when you tell them what you feel like playing. Nothing is for sale, here or in there. Go in from here and this game is already out on the counter, with more like it waiting on the shelf next to it.
How it feels
A clever Super Famicom puzzle-platformer starring a penguin-like bird that paints colors to solve inventive environmental puzzles.
puzzle-heavycharmingquirkycolorfulchallengingplatformerjapanese
About
This version was released for use with the Nintendo Power cartridge, and included all the levels designed by game creators (which wasn't possible to do with the 8MB Satellaview Memory Pak). It was afterwards released as a Super Famicom standard cartridge and also for the japanese Wii and Wii U Virtual Console. Sutte Hakkun is a puzzle action game in the shape of a platformer. The playing character is an abundant-beaked bird resembling a penguin, named Hakkun, that is able to walk and jump but not to fly. The Rainbow of Happiness shined in the sky above Peaceful Islands: one day it broke apart and now Hakkun has to track down, collect, and put together all rainbow crystals to relive it. The gameplay hinges upon two elements: blocks and potions, the latter of several colours. Hakku makes its way through levels by changing the position of blocks — that will be done by swallowing them to release them on an other place then — and sucking potions — that are to be injected to blocks by the beak, endowing them with new properties consequential to the colour of the fluid — from jars. A level is cleared when the rainbow shards in it are collected. Neither a time limit nor enemy characters are there impeding Hakkun's way. Equally distinctive is the score system: a set number of points is given at the beginning of each level, and a decrease happens with any move made, thus rewarding the player for completing levels with as little moves as possible.
Screenshots



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