Skweek

TurboGrafx-16
The goal in Skweek, similar to other puzzle games like Q*Bert, is to color in every block on the map from blue to pink. Skweek needs to avoid the various enemies on the map in order to complete his task. He can collect power-ups and point items, as well as finding shortcuts to the next level and ...
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0/5 Votes: 0
Developer
Loriciel
Released on
1991
Size
1 Player
Version
TurboGrafx-16
Requirements
NEC TurboGrafx-16
Downloads
Puzzle
Publisher
Victor Entertainment
ESRB Rating
Not Rated
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Description

The goal in Skweek, similar to other puzzle games like Q*Bert, is to color in every block on the map from blue to pink. Skweek needs to avoid the various enemies on the map in order to complete his task. He can collect power-ups and point items, as well as finding shortcuts to the next level and a series of four collectible teddy bears which appear randomly around the stage. If Skweek finds all four bears, he can skip to the next stage without completing the one he is on.

Skweek

Overview & History

Released originally by Loriciels in 1989 and brought to the TurboGrafx-16 in 1990 by Victor Musical Industries, Skweek is a delightfully deceptive puzzle-platformer. Players assume the role of the titular hero, a small, pink, rabbit-like creature on a deeply idiosyncratic quest to paint the universe. While its pastel aesthetics and cute protagonist suggest a gentle experience, beneath its adorable exterior lies a notoriously demanding isometric grid-based challenge that tests the spatial reasoning and reflexes of even veteran retro gamers.

Gameplay Features & Mechanics

The core objective in Skweek revolves around floor colonization. Skweek walks across floating checkerboard platforms, and every tile he steps on must be painted his designated color to clear the stage. However, hostile alien entities, spiked traps, and treacherous gaps populate every level, actively trying to undo his progress or drain his limited lives. Skweek is armed with a projectile weapon to dispatch enemies, but the primary hazard is the terrain itself. Certain tiles are slippery, some reverse controls, and others crumble beneath his feet, requiring precise route planning. Power-ups scattered across the levels grant temporary abilities like speed boosts, extended shooting range, or temporary invulnerability, which are vital for surviving the later, labyrinthine zones.

Keyboard Controls

  • Arrow Keys / D-Pad: Move
  • Action Keys: Attack / Jump
  • Enter: Start / Pause

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