
Art Style is a video game series created by skip Ltd. for WiiWare and DSiWare. The first game in the Art Style series, Orbient, was released for WiiWare in September 2008. Another two Art Style games, Cubello and Rotohex, were released during October 2008 while two more were added in 2010. Seven DSiWare Art Style games were released on that service after its launch in Japan in December 2008, with the first two being Aquario and Decode.
According to Nintendo, games in the Art Style series emphasize "elegant design, polished graphics, and pick-up-and-play controls" that create "an experience focused purely on fun and engaging game play." WiiWare titles released in the series cost 600 Nintendo Points, while DSiWare titles cost 500 points.
Art Style was preceded by a series of seven similarly simple games for the Game Boy Advance called bit Generations. The bit Generations series was subsequently never released in Western territories, however some of those games have since been released as Art Style games.
Games in the Art Style series
AQUIA
AQUARIO (AQUITE in Europe and AQUIA in North America) is a puzzle video game developed by skip Ltd. and published by Nintendo for the Nintendo DSi's DSiWare digital distribution service. It is currently available in Japan, Australia, Europe, and North America. It was released at the launch of the Nintendo DSi and DSiWare service on April 5, 2009 in North America.
The game requires players to line up blocks in rows of 3 or more in order to allow your diver to delve deeper into the ocean. This occurs as you move blocks of various sizes (1 x 2, 2 x 1, or 2 x 2) horizontally into a column of coloured blocks. As you move blocks in from one side, you push blocks out of the other side. You can move these blocks up and down the column, as well as rotating their colours configuration, in order to create matches of coloured blocks within the column.
As the diver progresses he'll slowly begin to lose his air supply. The player has to refill the diver's air-supply by clearing rows of blocks quicker or finding and clearing a row of 3 special blocks that will appear randomly as the game progresses. Darkness falls from the top of the screen as time goes on too, which makes it harder to make matches. There are two modes to select from in the game, Timed Dive and Free Dive. Timed Dive requires you to clear blocks until the diver reaches a certain depth before he runs out of air, at that point the level will end and the diver descends to the next stage. Free Dive is a never-ending puzzle that tests how deep your diver can go before he runs out of air. There is a relaxing Aquarium mode that when unlocked will display a virtual aquarium on the top screen.

BASE 10
CODE, known as BASE10 in North America and DECODE in Japan, is a puzzle video game developed by skip Ltd. and published by Nintendo for the Nintendo DSi's DSiWare digital distribution service.
The game involves players lining up numbers so that they total up to 10. However, as the numbers resemble those from an LCD display, players can flip around numbers (for example, a 2 can be reversed to become a 5) to complete their objective. The options featured include a sprint game involving 2 to 10 different digits, a puzzle mode and an endless mode. There is even a multi-player option where two players can go head to head with the other player acquiring Base 10 through DS Download on any Nintendo DS console.

BOXLIFE
BOXLIFE (HACOLIFE in Japan) is a puzzle video game developed by skip Ltd. and published by Nintendo for the Nintendo DSi's DSiWare digital distribution service.
The game is set in a factory, where the player is a worker who must cut six squares out of a sheet of paper in various patterns to form cubes (or boxes) which, once folded properly, are lifted away from the playing field. The stylus is used to choose between three options to perform this task: Scissors, to cut the paper; Fold, which enables the player to assemble a cut pattern into a box; and Reattach, to erase cuts made in error.
There are two modes of play: R&D Mode and Factory Mode. In both, the object of the game is the same—to form boxes until the timer runs out—and the player is penalized for any stray squares left over on the playing field afterward.

CUBELLO
Art Style: CUBELLO, known in Japan as Art Style: CUBELEO, was released in North America for WiiWare on October 13, 2008. In contrast to ORBIENT and ROTOHEX, it is an original game.
In CUBELLO, using the pointer function of the Wii Remote players aim and launch colored cubes at a three-dimensional object called a Cubello, itself consisting of many colored cubes, that floats and rotates in empty space. The object of the game is to strip the Cubello of cubes by matching four or more of the same color in order to reveal the Cubello's inner core. The player is initially given only a limited number of cubes in a "magazine" to complete the objective in each stage, but more cubes are added in the magazine to the player the more cubes they take away from the Cubello. However, unlike many other games, such as Puzzle Bobble, where the goal is to eliminate objects of certain colors or shapes, Cubello continues to provide the player with cubes of unneeded colors to the point where the only way to win at times is to obtain the "Bonus Mode" on the slot machine device that gives the player unlimited cubes to shoot before they run completely out of cubes in the magazine. You lose cubes in the magazine if the Cubello bumps into the screen towards you. The game features an endless play mode in addition to players progressing through increasingly more difficult stages.

INTERSECT
Intersect, known as Digidrive in North America and Japan, is a puzzle game for the Nintendo DSi's DSiWare service. It is a member of the Art Style line of video games, and was originally released for the Game Boy Advance in the bit Generations series. It is currently the only game in the Art Style series to not have been developed by Skip Ltd.
The object of the game is to propel the disc-shaped core as many meters as possible before the piston collides into the core and ends the game. The player must direct up to three different varieties of "vehicle," each of a different color, into one of four different lanes. If five of the same vehicle fill up the same lane, a triangle will appear and the lane will change to the same color as the type of vehicle that entered this lane.
Once you get all five cars of the same color in all four directions, it results in an overdrive, where you can send vehicles of their color in the direction of that color before the color in that direction goes away, but once the vehicle goes in the right direction, it fills that direction up. Overdrive ends when either a vehicle goes in the direction that does not match the color, or if a direction didn't have a vehicle of that color in that direction in the last few seconds.

LIGHT TREX
Dotstream is played by players guiding their dot, which results in a line trailing behind it, through a track filled with obstacles such as squares, rectangles, and circles. Races (known as "drawings") are typically 2 laps long.
Dotstream features three modes, Grand Prix, Spot Race and Formation. Grand Prix is considered the "main game", with players racing around five circuits, with new drawings unlocked in this mode. Spot Race is a time attack mode around unlocked drawings. Formation begins with the player starting with one dot and having to collect small pellets to fill up a meter. When the meter is sufficiently filled up, another dot will appear to assist in the collection of pellets. While only the player's dot can be directly controlled, additional dots can be manipulated by holding down the appropriate Formation button.
A WiiWare version was released in North America on May 24, 2010 and in the PAL region on June 25, 2010, under the name Light Trex.

ORBIENT
Orbient, known in Japan as Orbital, is a puzzle video game developed by skip Ltd. and published by Nintendo for the Wii's WiiWare digital distribution service. It is one of seven games in the Art Style series of video games available for WiiWare and DSiWare. It is a remake of a Japan-only Game Boy Advance video game titled Orbital, released for the bit Generations series of video games.
The objective of Orbient is to control a white star which grows larger by absorbing blue stars and collecting smaller gray stars to form orbiting satellites.
While the original bit Generations version was met with mixed reactions, The WiiWare version of Orbient was very well received, holding an average score of 82.3% and 82/100 from Game Rankings and Meta Critic respectively.
In Orbient, players control a white star. The game starts with the white star able to take 5 hits before it is destroyed. To make it grow, the player must collide his/her star with a similar-sized, blue star. Stars smaller than the player's star are gray-colored. Colliding with these stars will not change the white star's size, but if the player positions the white star just right, the gray star will orbit the white and become a satellite. Red stars are bigger than the white. The white star is able to orbit red stars to help travel through space. Whenever the white star grows large enough, the target star glows orange, and is able to be a satellite; as soon as that happens, a small crescent star appears, and having it successfully orbit the white star will give the player bonus points, (and collecting all different crescent stars unlocks new galaxies and are the goal to complete the game 100%). Colliding with the orange star will take away a hit, but having it orbit the white star will clear the round. The player guides the star by pressing the A and B buttons on the Wii Remote to utilize gravity and anti-gravity, respectively, and attract it towards or repel against (also respectively) the gravitational wells of celestial objects. Players must be careful not to crash their star into the red stars or floating objects like asteroids, or be sucked into black holes, which takes away a hit (and in the case of black holes, restart the entire stage).
At the end of each round, the player gets scored on the number of stars consumed or collected as satellites, bonus points for clearing the stage with a time faster than the set "official time", and bonus points for collecting the crescent star as a satellite, and adds it to the total. Times or total scores that shows in red are new records. Satellites, including the orange and crescent stars, are then converted into extra hits for the next stage.

PICTOBITS
PiCOPiCT, known as PiCTOBiTS in North America and as PiCTOPiCT in Australia, is a falling block/match three puzzle video game developed by skip Ltd. and published by Nintendo for the Nintendo DSi's DSiWare digital distribution service. It is one of seven games released for the DSi's Art Style series of video games. It was announced on January 26, 2009, and was released two days later alongside Somnium, another Art Style game, and was released in North America and PAL regions in the same year, on May 18 and May 22 respectively. In PiCOPiCT, players use the touch screen to move coloured blocks into a formation, such as a four block line or a 2x2 square. This contributes to an 8-bit image, which consist of various Nintendo Entertainment System (NES) characters, such as Mario, Link, and Bowser.
PiCOPiCT was an anticipated release, due to its presentation. Since its release, PiCOPiCT has received very positive reception from publications such as IGN, GameSpy, and writer Stephen Totilo. It was nominated for best DS puzzle game of the year from IGN, and won best DSiWare game of the year from Nintendo Life. It had critics, including Pocket Gamer and GameSpot, the latter finding it too difficult and imprecise. A fellow developer of downloadable video games, Gaijin Games, praised it for its gameplay and presentation. It received some attention in sales, appearing on the DSiWare's top 20 best-selling games chart for several weeks following its release, peaking at 10. It has been compared to another puzzle game called Tetris by several people, though UGO's Paul Furfari bemoaned such a comparison, commenting that its presentation set it apart.
PiCOPiCT was first revealed in a display of DSiWare titles by Satoru Iwata on January 26, 2009, alongside Code, Aquia, and Nemrem. Both it and Nemrem were released two days later in Japan. It was developed by skip Ltd. and published by Nintendo for the Nintendo DSi's DSiWare service. The North American release came on May 18, 2009. It was later released in PAL regions on May 22, 2009. While the European release of PiCOPiCT retained the Japanese name, the Australian and North American releases changed the name to PiCTOBiTS and PiCTOPiCT respectively.
The objective of PiCOPiCT is to move coloured blocks from the bottom of the touch screen under falling blocks of corresponding colors. If a shape is made using the added block, the blocks add to an image on the top screen. For example, if players form a red block sequence, the image will gain as many red blocks as has been cleared, assuming that the any blocks of that colour remain to be added. If blocks fall as a result of clearing blocks that were attached to it, they are added to the blocks at the bottom and can be used, though a special variety of block exists that cannot be picked up, forcing players to either clear them before they land or wait for the right blocks to fall on them. As players clear more blocks, they will eventually form an image. These images are of 8-bit renditions of characters from NES games, such as Mario, Link, and Bowser.
Players' performances are judged on two qualities - their score and their time taken to complete a level. A high score is often achieved by comboing clears, a task accomplished by either clearing blocks before a clear from before has finished, or having blocks fall and form a clear as a result of a previous clear. On the side of the touch screen is an item called a "POW Block", which players may use to clear the bottom two lines and drop all midair blocks, but sacrifices a reserve space with each use. Coins earned in the stage can be used to regain the lost reserve spaces. There is a more difficult version of each stage called "Ura", "Dark" or "Remix". These stages are locked initially, and can only become playable by using coins, which are achieved by clearing certain kinds of blocks. These coins can also be used to purchase songs that appear in the in-game store; the initial purchase includes only the original version of the song, while the remixed version can be purchased for an increased price. These songs can also be listened to while the Nintendo DSi is closed.

PRECIPICE
KUBOS (also known as precipice in North America and nalaku in Japan) is a puzzle video game developed by skip Ltd. and published by Nintendo for the Nintendo DSi's DSiWare service.
Players must change the colors of blocks by controlling a character who walks on and climbs up on them. As blocks fall from the sky, the player must also avoid these, and avoid stepping on blocks when they are shaking. Cubes can be climbed on to the next level and even pushed over in order to get all the cubes touched on the same level to score more points. Special pick up object blocks gives the character a mega punch to knock blocks off on the level in the direction of the punch. If they don't retrieve the object, the section of blocks disappear. If the character stands on a multi-color flash block, their energy level is restored by as much as half of the energy meter displayed on the left of the game screen. To get better viewing angles, the player can rotate the cube tower 90 degrees in either direction, or looking at the tower from above, to let the player see where the character is going and if any cubes will be falling in that section, or if there are no cubes in one section. The game is cleared when the character climbs up ten floors and the score only counts when the ten floors are cleared.
The endless mode is where the character stands on a 3X3 block level and blocks continuing to fall down. If the character stands on all of the blocks on the same floor in endless mode, their energy level is fully restored. More blocks continue to fall up to as many as eight, until the character climbs up every ten floors before the falling blocks ease off for a while.
The game is over if the character is either squashed from a falling block with no energy left, or if they stand on a section of blocks that are about to disappear and the character falls off.

ROTOHEX [My favorite. ;)]
Rotohex is a Nintendo video game for the Game Boy Advance and Wii. It is a remake of the bit Generations title Dialhex. It was released as WiiWare in North America on October 27, 2008.
The object of the game is for the player to form hexagons of a solid color (called a "Hex") by rotating into place and combining together colored triangles which drop down from the top of the screen. The player is required to create a certain number of Hexes in order to pass each stage. Initially the game starts with triangles encompassing only two colors, with more colors eventually being added to the mix. In addition, glowing triangles give the player power-ups such as creating a hole in the bottom of the play area, or swapping colors. There are eight different colors in total.

ZENGAGE
NEMREM, known as ZENGAGE in North America and SOMNIUM in Japan, is a puzzle video game developed by skip Ltd. and published by Nintendo for the Nintendo DSi's DSiWare digital distribution service.
The game involves players sliding colored tiles on a game board in order to match the positions of colored balls resting on the same board.