VaultGames

Clu Clu Land

クルクルランド

Year
1984
Developer
Nintendo R&D1
Publisher
Nintendo
Platform
FC / NES
Hardware
Family Computer (8-bit)
Genre
Puzzle action
Players
1-2 players (alternating)
Controls
D-pad (grab and swing) + A (pulse)
Series
Nintendo arcade conversions
Clu Clu Land cover
⬇ Coming soon

Gameplay Screenshots

Clu Clu Land gameplay
Clu Clu Land gameplay
Clu Clu Land gameplay
Clu Clu Land gameplay

About This Game

Clu Clu Land is built on a single movement idea that nothing else at the time used: you cannot walk. Bubbles swims through the level and the only way to change direction is to grab a post, swing around it, and let go facing the other way.

That makes every screen a routing problem rather than a shooting one. The level is full of gold bars, and collecting them all reveals the hidden shape drawn underneath - which is why the levels look like abstract patterns until you clear them. A timer punishes dithering, and the Unira urchins expand their spikes when you pass near them, so swinging into a post that an enemy is sitting on is a real risk. Bubbles can also fire a short pulse to stun enemies, which is the only defensive option and has to be used before a swing. It is a first-party Nintendo game from the Famicom's first year, with a two-player alternating mode, and it holds up better than almost anything else from that launch period.

  • Direction only changes by swinging around posts - there is no walking
  • Clearing the gold bars reveals a hidden shape in each stage
  • Unira enemies expand their spikes as you approach
  • A stun pulse as the only defence, on a fire-and-commit basis

Version History

  • Arcade original (Vs. Clu Clu Land)1984

    Nintendo's arcade version on VS. hardware.

  • Famicom Japanese version1984-11-22

    Original console release.

  • NES US version1985-10-18

    The version on this page, part of the NES launch window.

Tips & Strategy

Grab posts early, release late

The longer you hold a post the wider your arc. Releasing early is how you end up drifting into a spike.

Stun before you swing past an enemy

The pulse has a short range and locks you briefly. Firing before committing to a post beats reacting mid-swing.

Clear the edges first

Corner bars are the hardest to reach once the middle is empty and the enemies have spread out.

Watch the shape appear

The uncovered pattern tells you where the remaining bars must be. Reading it saves a full sweep of the level.

Download Resources

Resource packs for this game are provided through the button below.

⬇ Coming soon