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All day long we're presenting Patrick Klepek's favorite games of last week's Nintendo of America media summit.

There were very few genuine surprises at Nintendo of America's event. "Cave Story," however, was one of them.

I've heard of "Cave Story" before -- but never played it.

Before touching the in-development WiiWare version -- much of the revised artwork isn't there -- all I knew about "Cave Story" was its legacy as an Internet indie sensation.

Now, I understand why everyone loves "Cave Story." It's a fantastically interesting throwback in sound, design and style to gaming's past (try telling that to "Mega Man 9") developed with a modern eye. Hardcore fans who have felt neglected on the Wii, "Cave Story" is the experience you've been looking for. It was initially described to me as "Metroid"-like and that's a very apt description.

I just still can't believe only one person developed the original version, but it's encouraging that one man's labor of love will soon become something more.

Plus, GoNintendo's Kevn Cassidy told me it's the only game that made him cry.

No game has ever made me pull out the waterworks. I wonder if "Cave Story" could change that. "Cave Story" should arrive before the end of 2008.

All day long we're presenting Patrick Klepek's favorite games of last week's Nintendo of America media summit.

Didn't I already rave about this one?

Yep, but at Nintendo's event last week, Electronic Arts had an updated "Henry Hatsworth in the Puzzling Adventure."

EA handed me the cart and told me to go wild. They'd powered up the main character with a near-unbeatable amount of hearts, but this time pitted me against a boss character. The last time I went up against a "Henry Hartsworth" boss, I crashed the game.

Not this time. I was fighting an evil female graveyard creature who was upset because I'd just turned down her advances. Fighting bosses is where the dual-screen nature of "Henry Hatsworth"'s gameplay shines.

To swiftly defeat bosses, you need to make the two screens work hand-in-hand. For example, as you line up a shot at the boss on the platforming screen -- fired using the B button -- you'll want to switch to the puzzle section, as the bullet's in mid-flight. Why? Because solving a few puzzles on the other screen will power up the bullets before they reach their destination.

EA seems really happy with "Henry Hatsworth" so far. They should be. You'll be able to find out what I mean when the game drops in early 2009.

All day long we're presenting Patrick Klepek's favorite games of last week's Nintendo of America media summit.

I'm sorry, "Wii Music."

As an avid "Guitar Hero" and "Rock Band" fan, ever since Nintendo announced their take on the growing music games genre, I've been a skeptic.

There's no game here, I said.

I was wrong. There is more to "Wii Music" than meets the eye. The problem is that you'll never understand what I'm talking about until you play it. It doesn't come across in a video. It won't make sense after you read these words. You just have to play it.

What changed my mind?

Jamming with a Nintendo Treehouse employee to The Police's "Every Breath You Take" while our characters floated through space. I was on galactic guitar. He was on galactic drums. About halfway through our session, "Wii Music" clicked for me. It's not "Rock Band" or "Guitar Hero" -- but it doesn't want to be.

"Wii Music" is its own thing, and something I'll be happy to spend more time with when it drops in just a few short weeks.

All day long we're presenting Patrick Klepek's favorite games of last week's Nintendo of America media summit.

We don't need a "Sin City" video game. We already have one: "MadWorld."

"MadWorld" might be one of the most ridiculous games I've ever had the pleasure of seeing. I mean that in a very good way.

Platinum Games and Sega seem ready to deliver one of the most unique (and violent) action experiences ever -- Wii or not.

Sega still won't let us play "MadWorld," despite the interface and motion controls already looking great. But you can garner much from observation. "MadWorld" doesn't look deep, but that's not what the game's about. "MadWorld" wants you to embrace its absurdity and laugh as you dismember an enemy with a chainsaw.

It remains to be seen whether "MadWorld"s hooks hold up over a few hours, but Sega did show me a brief vehicle level that hints there's more to the game than what we've seen so far. Now, I just need to play the damn thing!

All day long we're presenting Patrick Klepek's favorite games of last week's Nintendo of America media summit.

Do we really need another "Tetris" game? You wouldn't think so but "Tetris Party" says otherwise.

This WiiWare "Tetris," coming later this year for just $12, goes to great lengths to play with the "Tetris" formula we all know and love. This is not the "Tetris" game you've played a million times before.

True, the core "Tetris" game is still there, but that's not what makes "Tetris Party" special. Instead, it's the fairly wild gameplay experiments developer Hudson Soft embarked on.

The most addictive multiplayer mode was called "Duel Spaces," where players compete for the negative space on the grid. It's the opposite strategy of traditional "Tetris." You want to make closed structures with the pieces with extremely large gaps in-between them. It's these gaps that garner you points.

You can even use the balance board in this one. It's not that…fun…but, well, it's there and certainly an interesting new way to drop blocks.