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Dancing Block
Watara Supervision, 1992
Dancing Block casts you as - that's right - a box! Your primary objective is to move around each of the single screens and collect pieces of food to clear the stage. However, the game adds a unique mechanical layer: because your character is a hollow block with a "gap" on one side, your orientation matters.
Scattered throughout the levels are enemies and obstacles that will end your run on contact. To defend yourself, you can fire projectiles, but you can only shoot through the single "hole" in your block. This requires you to constantly rotate your character so the opening faces your target. We're not going to lie, it's an incredibly frustrating mechanic, and you'll regularly find yourself simply avoiding the enemies as you "dance" around collecting.
Visually, the game is clean and surprisingly sharp for the Supervision. Because the background is static and the "dancing" block moves in discrete, grid-based steps, the hardware's notorious screen ghosting is kept to a minimum. The fruit sprites are distinct, and the player character is large enough that you never lose track of which way your "gun" (the hole) is facing. It’s a quirky, abstract little game that rewards spatial awareness and quick thinking, standing out as a rare moment of genuine creativity in a library often dominated by clones.
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