Lolo
The playable blue hero who collects hearts, manipulates objects, and solves each room’s puzzle.
Documented for this version
D-pad | Move Lolo Moves one tile at a time through the room. |
|---|---|
A | Use Lolo’s current heart power The effect depends on the power available in the room. |
Start | Pause the game |
Controls are for the NES version.
The game relies on grid movement and deliberate positioning.
How it plays
Each stage is viewed from above and divided into self-contained rooms. Lolo must collect all hearts, use the resulting power to open the chest or exit, and reach the goal while navigating enemies, blocks, water, and traps.
Lolo can push movable objects, create temporary obstacles, and use heart powers against particular enemies. The game progresses through many increasingly demanding rooms; success depends on identifying the correct order of movement and item use. There is no conventional combat system, and restarting a room is often part of solving it.
Plan your run
Study the entire room before moving. Identify which enemies can move, which objects can be pushed, and whether a water tile or bridge will be needed later.
Collect hearts in an order that preserves access to the remaining areas. Use temporary powers only when they solve a specific obstruction, and restart immediately after a move that permanently blocks the route.
Meet the cast
The playable blue hero who collects hearts, manipulates objects, and solves each room’s puzzle.
Lolo’s companion and the character he seeks to rescue in the series’ story.
Before you begin
Treat every room as a sequence of irreversible decisions.
Use blocks to control enemy movement and create safe paths.
If the exit does not open after collecting the hearts, check for a missed heart or a required heart-power action.
Adventures of Lolo 2 is a room-based puzzle game developed by HAL Laboratory for the Nintendo Entertainment System. Lolo enters increasingly intricate single-screen chambers to collect every heart and open the exit, while avoiding enemies and manipulating blocks, water, and other hazards. The game is built around careful planning rather than speed. Each room presents a compact logic problem, and a wrong move can make the solution impossible without restarting. Its clear graphics, readable rules, and steadily rising difficulty made it a well-regarded NES puzzle title and a notable continuation of HAL’s Eggerland design tradition.
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