Ludography
Moai-kun cover

1990 · Konami · Platformer · Puzzle

Moai-kun

Nintendo exclusive

Moai-kun is a puzzle video game developed and published by Konami for the Family Computer in Japan in March 1990. The game derives its themes from Easter Island; the player controls a sentient moai statue that must rescue other moai and escape each stage via a door before the timer expires. Although platforming elements are present, the primary challenge is to find a way to manipulate the objects in each stage to reach the distressed moai and rescue them while still leaving an avenue of escape to the exit door.

Released
9 March 1990
Platforms
NES
Genres
PlatformerPuzzleStrategy
Developers
Konami
Publishers
Konami
Modes
Single-player
Perspective
Side view
Themes
Action
Country
Japan
Languages
Japanese

About

Moai-kun (モアイくん, Moai Kid) is a puzzle video game developed and published by Konami for the Family Computer in Japan in March 1990, and a spin-off of the Gradius video game series. The game derives its themes from Easter Island; the player controls a sentient moai statue (which is an enemy in the Gradius series) that must rescue other moai and escape each stage via a door before the timer expires. Although platforming elements are present, the primary challenge is to find a way to manipulate the objects in each stage to reach the distressed moai and rescue them while still leaving an avenue of escape to the exit door.

Keywords

  • time limit
  • abstract
  • single-screen level
  • cheat code
  • fan translation - english
  • moai

Media

Moai-kun screenshot 1

The articlegameplay, story, development, reception

Gameplay

Each stage is a single screen with a variety of platforms, enemies, and obstacles. The protagonist moai has limited jumping abilities, but may also smash certain blocks and enemies using a head-butt, or drop bombs found in certain stages to destroy blocks below him.

Although some stages will test the player's platforming abilities by requiring careful jumps, most will instead require careful planning of each move via moving or destroying blocks, and not only its immediate consequences but the long-term effects as well. For example, a block pushed against another object can no longer be moved, which may ultimately prevent the final solution of the puzzle.

Releases by platformdates and regions as published

PlatformReleasedRegions
NES9 March 1990Japan

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Genres

Description adapted from its source, CC BY-SA 4.0.