Publisher: Mindscape (1990)
Reviewed: 2001/4/22

As yet another game I originally played on my Atari computer in the early 80's, M.U.L.E. is a classic strategy title that employs the laws of economics. It's sounds boring, but it's not at all! The graphics and sound are only average, but M.U.L.E.'s turn-based gameplay is totally original, combining elements of Warcraft and Monopoly. It begins as four creatures are dropped into an empty plot of land on a distant planet. Each creature is controlled by a player or the CPU, and the goal is to earn the most money over a set number of turns. During each turn a player can stake out land and buy robotic "mules" to mine, grow food, and create energy. At the end of each round, the resources are calculated for each player and auctions are held so players can sell their surpluses to other players in need. Random natural events such as earthquakes and tornadoes add an element of unpredictability. It takes a while to appreciate all of M.U.L.E.'s complexities, but once you finally "get it", you'll be hooked! My only complaint is waiting for those auction timers to run out - man those things are slow. Otherwise M.U.L.E. is a fascinating and competitive strategy title. © Copyright 2001 The Video Game Critic.
Publisher: Nihon (1988)
Reviewed: 2008/1/15
Our high score: 74,400
1 or 2 players
Major League Baseball
Grade: F
Publisher: LJN (1988)
Reviewed: 2013/9/8
Publisher: Jaleco (1986)
Reviewed: 2007/10/15
Publisher: Taxan (1988)
Reviewed: 2012/11/24

My friend Brent brought this game to my attention while reminiscing about how much fun he had playing it as a kid. My previous experience with Mappy was limited to the original arcade game, which can be found on the Namco Greatest Hits collections for various systems. The original Mappy featured a gray mouse using trampolines to reach platforms on a single screen. This NES incarnation takes the concept to the next level by incorporating eight colorful side-scrolling stages. The scenery looks remarkably crisp and vibrant as you explore a railroad, jungle, pirate ship, castle, and haunted graveyard. The soundtrack is loaded with excellent little upbeat tunes. The idea is to collect items (like cheese) in each stage while avoiding a gang of white cats. Some stages feature weapons you can use (like a cannon or bowling ball), and you can also drop toys to distract your adversaries. The arcade-style stages are short and sweet. You're not vulnerable to enemies while in mid-air, even if they overlap you. Some of my friends had a really hard time wrapping their mind around the concept. The game has a few surprises up its sleeve, including a vampire guarding the exit in the graveyard stage (hint: find the cross). The jungle stage is really tough with its moving trampolines, but I enjoyed its Donkey Kong Jr-style vine climbing. Mappy-Land has a family-friendly, wholesome style that should appeal to a broad range of gamers. © Copyright 2012 The Video Game Critic.
Our high score: BSC 31,570
1 player
Publisher: Tengen (1984)
Reviewed: 2003/6/8

An old favorite in the arcades, Marble Madness has made a very smooth transition onto the NES. Each stage challenges you to navigate a marble through a maze of platforms, ramps, bridges, tubes, and obstacles. It requires a great deal of finesse to traverse the narrow bridges, and a timer keeps the tension high. The psuedo-3D stages feature numerous interesting gadgets like catapults and vacuums that help or hinder your progress. The graphics are easy on the eyes, and your large marble is no problem to control. Thanks to its relatively short stages, Marble Madness has that "just one more time" quality that keeps you coming back for more. Also included is a terrific head-to-head two-player mode which adds a whole new dimension to the game. And be sure to turn up the volume, because the music is absolutely incredible. © Copyright 2003 The Video Game Critic.
Our high score: 21,300
1 or 2 players
Publisher: Capcom (1987)
Reviewed: 2013/3/5
Our high score: SLN 176,300
1 player
Publisher: Capcom (1989)
Reviewed: 2013/3/5

The original Mega Man was great, but this second edition is where the platform-shooting series really hit its stride. The game begins with a cool intro showing a city skyline with Mega Man perched on the roof of a skyscraper. The background story sheds some light on why our hero is constantly forced to fight robots. Mega Man 2 introduces eight new bosses: Wood Man, Clash Man, Quick Man, Heat Man, Metal Man, Air Man, Flash Man, and Bubble Man. The graphics are a little more sophisticated than the first game and the memorable music is some of the best in the series. The multi-layered scenery is crawling with memorable foes like carrot-tossing bunnies and teddy bears with fans in their chests. Larger adversaries include the fire-breathing Hot Dog, Atomic Chicken, Crabbot, and a lantern fish that belches shrimp. Aiding Mega Man on his quest are special items like levitation platforms, elevators, and even a flying sled. The scoring system has been ditched but the game now includes a much-needed password feature. The passwords are coordinates of a grid (A-5, C-2, etc) so they are easy to write down. Like the first game, there is still a preponderance of instant deaths, fatal falls, and areas that require memorization. These are offset however by a lower difficulty and more health icons. Mega Man 2 delivers first-class platforming fun and is arguably the best entry in the NES series. © Copyright 2013 The Video Game Critic.
Save mechanism: Password
1 player
Publisher: Capcom (1990)
Reviewed: 2013/3/5

I hate to badmouth a video game icon like Mega Man, but I'm left with the impression that Capcom "mailed it in" with this third installment. Right off the bat you'll notice the plain title screen with no introductory sequence and no difficulty select. The eight new bosses are Magnet Man, Snake Man, Needle Man, Hard Man, Top Man, Gemini Man, Spark Man, and Shadow Man. Magnet Man's stage features floating magnets that affect your jumps (for better or worse), and Shadow Man's stage blacks out periodically. In Gemini Man's space stage you blast alien eggs to forge through caverns. The cast of supporting villains includes hilarious little pole-vaulters, spiked dinosaurs, and annoying bee swarms. Mega Man 3 has flashes of brilliance but it feels more generic and less polished than the previous game. Case in point is Snake Man's stage which is awfully repetitive and unimaginative. I will give Mega Man 3 credit for introducing the slide move, allowing our hero to quickly pass through narrow openings. Another new addition is his dog Rush, who functions much like the special items of the previous game. Mega Man 3 exhibits quite a bit of slowdown and graphic break-up, and the level designs can be frustrating. The fat cat in Top Man's stage is impossible to beat without a special weapon, and the disappearing blocks in Magnet Man's stage pushed my patience to the edge. Even the tunes sound like outtakes from earlier games. It may be a lukewarm effort, but a second-rate Mega Man game is still better than most NES platformers. © Copyright 2013 The Video Game Critic.
Save mechanism: Password
1 player
Publisher: Capcom (1991)
Reviewed: 2013/3/7

After the underwhelming Mega Man 3, Capcom decided to put a little more effort into their prized franchise. Enter Mega Man 4, which kicks off with a fancy intro shedding more light on Mega Man's origins. As usual, the nefarious Dr. Wily has constructed eight new adversaries: Toad Man, Dust Man, Pharaoh Man, Bright Man, Dive Man, Drill Man, Skull Man, and Ring Man. Mega Man 4 builds upon the solid foundation of its predecessors and incorporates one major new feature: the Mega Buster. Yes, Mega Man can now charge up his weapon to unleash a single powerful shot. The stage designs are accessible yet full of surprises. Dive Man's stage has a bright summer theme with inviting waters and a mechanical whale that fires missiles from its mouth. The torch-lit tombs in the Pharaoh's stage look beautiful and contain mummies that unwrap themselves and toss their own heads! The torrential rain of Toad Man's stage can affect your jumps, so don't forget to use your dog Rush to help elevate. The fossils embedded in the walls of Skull Man's stage is a neat concept. Some elements of the game can be more aggravating than fun. In Bright Man's stage, shooting light bulb-shaped enemies will leave you in the dark temporarily, and Ring Man's stage features rainbow bridges that disappear as you walk over them. The game contains plenty of alternate routes that create a nice risk/reward dynamic. Mega Man 4 was a strong effort on Capcom's part, delivering some of the best platforming action the series has to offer. © Copyright 2013 The Video Game Critic.
Save mechanism: Password
1 player
Publisher: Capcom (1992)
Reviewed: 2013/3/7

Mega Man 5 took the series to the next level with richer graphics, larger bosses, better music, and more eye candy. You'll be treated to snowy mountain peaks in Stone Man's level, lush green jungle in Napalm Man's stage, and brilliant pastel colors in Crystal Man's stage. As usual, there are a nice variety of enemies flying around, including many recycled from previous games. When you shoot those little "hard hat" guys, three miniature versions appear in their place (accompanied by some slow-down). I enjoyed the inventive stages, especially Gravity Man's which frequently reverses the field of gravity. It's the first time I've ever climbed
up a ladder while hanging upside down! Like all Mega Man games, it's important to know when to shoot and when to make a dash. It's often wise to pick off enemies at a distance, because once they gang up on you, you're in trouble. When an enemy is lingering just above or below your shots, be sure to use your Mega Buster which unleashes a much wider shot. One thing I don't like is how enemies quickly regenerate when you briefly retreat a few steps. Mega Man 5 features some really cool weapons like one that generates a wave of water and another that reverses gravity so enemies fall off the screen. The game is tricky but the driving 8-bit tunes will keep you forging ahead. A well-rounded platform-shooter, Mega Man 5 is pretty much everything a fan could ask for. © Copyright 2013 The Video Game Critic.
Save mechanism: Password
1 player
Publisher: Capcom (1993)
Reviewed: 2013/3/7

It's evident that the fighting game craze of the early 90's (Street Fighter 2, Mortal Kombat) influenced Mega Man 6. The Capcom logo is accompanied by that little jingle most people associate with Street Fighter. The background story tells of a "robot tournament" (held in 20xx of course) which has brought together eight of the world's most powerful robots. The sponsor, Dr. X, proceeds to take control over the robots to facilitate his scheme to take over the world (this guy needs a hobby). When you select a stage you'll view the boss's vital statistics (strength, agility, etc). And if you thought the development team had run out of fresh ideas, think again. Mega Man 6 features some of the best looking stages of the series. Better yet, they tend to be less frustrating and more fun. I love the bright snowy mountains of Blizzard Man's stage, the undersea utopia of Centaur Man's stage, and the shimmering desert sunset in Tomahawk Man's stage. Flame Man's stage has an exotic, Middle-Eastern vibe with floating candles that drop flames into pools of oil, setting them ablaze. I really wish spikes and fire didn't cause instant death, but hey, that's just Mega Man. As usual, the enemies are all over the map including robotic sea lions, pelicans that drop flopping fish, and giant rock monsters with treads. The red fish in Yomato Man's stage always scare the
crap out of me. Mega Man 6 marks the end of the Mega Man's reign on the NES, and it's a fitting send-off for an amazing series. © Copyright 2013 The Video Game Critic.
Save mechanism: Password
1 player
Publisher: Konami (1989)
Reviewed: 2005/2/21
Publisher: Irem (1990)
Reviewed: 2008/1/15
Our high score: 37,150
1 player
Publisher: Nintendo (1986)
Reviewed: 2002/4/24

It's hard to believe this classic platformer was released way back in 1986. The title screen features ominous tones and a barren landscape that sets the atmosphere perfectly. Controlling a character named "Samus" decked out in an astronaut suit, you explore dark caverns of a mysterious planet infested with strange and dangerous life forms. You can fire sideways and straight up, but unfortunately you can't squat down to shoot close to the ground. The aliens seem to know this and tend to crawl just under your range. Metroid features a lot of platform jumping, but you can also roll up into a little ball to squeeze through tight openings. The aliens come in all shapes and sizes, each the sooner you recognize their distinct movement patterns, the better. There are several sub-bosses and a huge "Mother Brain" waiting for you at the end of the game. Metroid is tough, and its regenerating aliens can gang up on you in a hurry. Fortunately there are all kinds of weapons that you can obtain to augment your firepower. The game features good graphics, memorable music, and creepy sound effects. I have a few minor gripes. Many of the areas look very similar, so backtracking can be confusing. Also, there's nothing worse than having to jump for your life out of the dreaded "sea of fire". A long password is provided after you die, and some of the letters are not English. The game's ending is regarded as of the more memorable ones in video game history. A highly acclaimed sequel, Super Metroid, was released for the SNES in 1994. © Copyright 2002 The Video Game Critic.
Publisher: Camerica (1991)
Reviewed: 2009/12/29
Micro Machines (Aladdin version)
Grade: A-
Publisher: Codemasters (1992)
Reviewed: 2009/12/29
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Micro Machines was re-released on a "compact cartridge" that fits into an Aladdin Game Enhancer. As a cartridge-shaped device that fits into your NES, the Aladdin purportedly upgrades your system's memory to 64K for "better graphics and bigger games." It doesn't appear that Micro Machines benefits from this upgrade. For the life of me I can't tell
any difference between this and the original NES cartridge! My friend Chris insists that the visuals are slightly cleaner, but the rest of my friends were not convinced. At the very least I would have expected that glitchy menu screens to have been fixed, but they look exactly the same. It's hardly an upgrade, but Micro Machine's first-class racing action cannot be denied. The frenetic fun of racing toy cars around a house never gets old, especially when competing against a friend. © Copyright 2009 The Video Game Critic.
Find Micro Machines (Aladdin version) on
eBay,
YouTubeFind Aladdin enhancer on
eBay1 or 2 players
Publisher: Tecmo (1997)
Reviewed: 2016/4/3
Our high score: 109,950
1 player
Mike Tyson's Punch-Out!!
Grade: A+
Publisher: Nintendo (1987)
Reviewed: 2009/7/4
Our high score: 6610
1 player
Publisher: Hal (1988)
Reviewed: 2000/4/26

The NES library is chock-full of early-80's arcade classics, but not all of them lived up to the originals. In this case, Hal managed to screw up Millipede by making the screen too small! Only about one-third of the screen is dedicated to the actual gameplay, with the other half containing scoring information and empty space! There's really no excuse for this. Millipede's gameplay is still fun, despite a noticeable pause whenever the mushrooms scroll down. But this hardly does justice to what was an outstanding arcade title. © Copyright 2000 The Video Game Critic.
Recommended variation: B
Our high score: 35,754
1 to 2 players.
Milon's Secret Castle
Grade: D-
Publisher: Hudson Soft (1987)
Reviewed: 2014/12/9
Publisher: Bandai (1989)
Reviewed: 2014/10/28
Our high score: 134,300
1 player
Monster Truck Rally
Grade: F
Publisher: INTV (1990)
Reviewed: 2008/2/12
Monster in my Pocket
Grade: C
Publisher: Konami (1992)
Reviewed: 2015/10/8
Our high score: 2215
1 or 2 players
Publisher: Taxan (1988)
Reviewed: 2018/2/14

Mystery Quest is so primitive it's hard to believe this came out in 1988! It's a side-scrolling platformer starring an elf who hops on green blocks, scampers along treetops, and shoots green balls at porcupines and scorpions. The game's innocence is charming but this is clearly a
Super Mario Bros. (NES, 1985) knock-off. When I reached a tall staircase of green blocks I was expecting a flagpole on the other side. You can jump high when running but can't change direction in mid-air, which is aggravating. The collision detection is suspect. It's hard to tell if you're missing enemies or they're just absorbing your shots. Your life continuously drains as you play, which you might not notice until your elf suddenly keels over. If you stand over ground with skulls beneath your "vitality" will drain quickly. This elf would not last long in a graveyard! Floating stars replenish your health, but only a sliver at a time. The first stage seems to go on forever, with hazards so redundant you start to think they're randomly-generated. Stage two takes place in a castle with a maze of hallways and locked doors. There's a giant praying mantis on the prowl, and to be honest that thing is pretty scary! Whatever you do, don't touch water. I find it odd how this elf can survive vicious attacks from giant insects yet instantly dies when he gets wet! As I found myself moving in circles that looping nursery rhyme music pushed me to the brink. I like the simplicity of Mystery Quest but it can't deal with all of its nonsense. © Copyright 2018 The Video Game Critic.
Our high score: 14,300
1 player
Publisher: Acclaim (1989)
Reviewed: 2002/5/14

NARC combines rapid-fire shooting action with gratuitous gore to create a first-rate NES side scroller. I was instantly hooked on NARC, playing it until my thumb was sore. Judging by the non-stop shooting mayhem, it's no surprise that Eugene Jarvis (Defender, Robotron, Smash TV) had a hand in this. Allegedly an "anti-drug" game, the title screen actually says "Say No To Drugs". And what better way to say no to drugs than by mowing down scores of look-alike drug dealers? You also have the option of "busting" them should you get within arms' reach, but that's not nearly as fun. The well-designed control scheme uses a "double-tap" mechanism to simulate four buttons: jump, duck, shoot, and fire rocket. You have to love how the rockets blast those drug-dealing scumbags into meaty chunks. Some scenes feature attack dogs that can maul you into a bloody mess. Yes, this game is
awesome! Add in a two-player co-op mode, and it is ON! Say no to drugs! Say YES to violence! Wahoo!! © Copyright 2002 The Video Game Critic.
NES Open Tournament Golf
Grade: A
Publisher: Nintendo (1991)
Reviewed: 2002/2/13

NES Open's simple gameplay and clean graphics make for a fast-paced, addictive experience. A slick user interface makes it easy to set up shots, and you can even apply backspin or topspin. The swing meter is the standard "three-press" variety, but before each shot you select from a slow, medium, or fast meter. The faster meter provides more power, but it's more difficult to hit your shot accurately. NES Open is mainly played from a high overhead perspective, but you do get a close-up of the green, complete with arrows to indicate hills and valleys. A niftly close-up camera angle is employed as the ball approaches the cup, much like Hot Shots Golf (Playstation). One or two players can compete on three different courses. NES Open is one terrific golf game that was well ahead of its time. © Copyright 2002 The Video Game Critic.
Nightmare on Elm St
Grade: C+
Publisher: LJN (1989)
Reviewed: 2000/3/15

It's not great, but I will give this game credit for capturing a bit of the surreal atmosphere of the Nightmare on Elm Street films. It's difficult to believe this was done by LJN, who produced the dreadful Friday the 13th game a year earlier. Nightmare of Elm Street puts you in the role of a kid on a dark street lined with large, foreboding houses. As you walk down the sidewalk, you're accosted by a slew of annoying pests including snakes, dogs, bats, etc. I know what you're thinking, but bear with me - it gets better. When you finally enter a house, you're challenged to collect a set of bones while being pursued by all sorts of grisley creatures much like those in the films. The one exception is the ninja, who seems to be in the
wrong game (sorry dude, this isn't Double Dragon!). Your kid can jump and punch, and pressing select initiates special attacks. Nightmare on Elm Street has one very effective gimmick. Periodically your surroundings magically transform from the real world to a dream world, with entirely different creatures and new challenges. It's a cool concept that reminded me of Soul Reaver (Playstation 1999). Upon clearing each house, you are confronted with a Freddie "boss" in one of his many freaky forms. Nightmare on Elm Street's graphics are very good, and the soundtrack is faithful to the movie. Its gameplay is standard platform fare, but the horror angle makes it more interesting than most. © Copyright 2000 The Video Game Critic.
Our high score: 34,025
1 player
Publisher: Sammy (1990)
Reviewed: 2017/12/5

After playing so many ninja games on the NES, Ninja Crusaders gave me a bad case of deja vu. Dilapidated skyscrapers paint a bleak picture of the future as your fleet-of-foot ninja bounds between ruins. Square icons equip cool weapons like a whip, bo staff, sword, or throwing stars. When you're not leaping over gaping chasms you're fighting robots that attack in predictable patterns. The controls are tight and your ninja has a high vertical. That's good because one hit will kill you. The second area is called "watery grave" and I love how my ninja can swim without moving his arms or legs. That's talent! The first boss is an impressive-looking skeletal dragon. Ninja Crusaders has a high cheese factor but that's part of its charm. While fighting non-descript robotic foes my friend Chris exclaimed, "What am I fighting? Steel
rabbits?" The fact that smoke pours from my ninja when I die makes me wonder if
I'm a robot. Hmmm. One novel feature of Ninja Crusader is how holding down B lets you transform into an animal like a tiger or scorpion. It seemed awesome at first, but I could never find a practical use for it during the game! The two-player coop feature also falls flat. You'd think two ninjas would be better than one, but it's actually
harder with two players. One guy can't get too far ahead so you have to orchestrate your moves. If a player spawns in a dead-end, the other needs to backtrack so they can regroup. Ninja Crusaders isn't a complete success, but if you like ninja games on the NES you'll probably enjoy this one. © Copyright 2017 The Video Game Critic.
Our high score: 71,090
1 or 2 players
Publisher: Tecmo (1989)
Reviewed: 2017/7/22
Our high score: 44,900
1 player
Ninja Gaiden II: The Dark Sword of Chaos
Grade: B-
Publisher: Tecmo (1990)
Reviewed: 2017/7/22
Find Ninja Gaiden II The Dark Sword of Chaos on
eBay,
YouTubeOur high score: 86,400
1 player
Ninja Gaiden III: The Ancient Ship of Doom
Grade: B-
Publisher: Tecmo (1991)
Reviewed: 2017/7/22
Find Ninja Gaiden III The Ancient Ship of Doom on
eBay,
YouTubeOur high score: NS 195,900
1 player
Nintendo World Cup
Grade: D
Publisher: Technos (1990)
Reviewed: 2017/9/1