There are just so many Nintendo games out there, who has time to play them all? Apparently I do; all of them, 5 min per game. After my playing I will give each game a rating of 0 or 1. Sometimes I will have guests drop by and help.

A composite hero image showing all five NES game box covers from Episode 97: Loopz with its blue crystalline puzzle board, Low G Man's yellow cover with jumping figure, Lunar Pool's purple-toned futuristic billiards scene, M.U.L.E.'s epic painted space frontier artwork, and M.U.S.C.L.E.'s dynamic wrestling character display arranged together.

This week’s journey through the NES alphabet delivers a surprisingly strong lineup as we transition from L to M. While we kick things off with a puzzle game that earned the dubious honor of being “last picked for kickball,” we quickly recover with a string of solid titles including an underrated sci-fi platformer, cosmic billiards, a legendary strategy sim, and some genuinely fun wrestling chaos. Even our weakest entry isn’t bad—it just has the misfortune of existing in a world where better puzzle games are readily available. But stick around, because this episode proves that the NES library still has plenty of surprises waiting in alphabetical order.

The real story here is variety. We’ve got everything from spatial reasoning challenges to low-gravity spear combat, and from interplanetary pool to economic colonization simulations. It’s a testament to the NES library’s incredible range that five consecutive alphabetical entries can feel this different from each other while still maintaining a consistent level of quality.


Loopz – 1/1

GenreReleaseDeveloperPublisher
Puzzle1990Audiogenic SoftwareMindscape
Loopz NES box art showing an example puzzle board with orange pipe-like pieces forming incomplete loops against a blue crystalline background. The title "LOOPZ" appears at the top in orange letters with a geometric design. Tagline reads "The most addictive game ever!" Published by Mindscape.

Developed by Audiogenic Software and published by Mindscape, Loopz is a 1990 puzzle game that challenges players to create closed loops by rotating and placing Tetris-like pieces against an increasingly aggressive timer. Originally an Audiogenic arcade title, the game demands quick spatial reasoning as pieces must connect to form complete circuits—no overlapping allowed, and mistakes can quickly cascade into impossible situations. The NES port maintains the arcade’s core challenge while adding multiple difficulty levels and a two-player mode that the back of the box proudly touts as “enthralling.”

The gameplay is straightforward but unforgiving. As I discovered during our session, starting on level three without understanding the mechanics is a recipe for disaster. The pieces come faster, the shapes get more complex, and that purple timer bar fills as you scramble to make sense of increasingly awkward configurations. We kept hitting the wrong buttons—rotate when we meant to place, place when we meant to rotate—which led to some genuinely frustrating moments. There’s a meditative quality to the game when you’re in the flow, but getting to that flow state requires patience and precision that not every player will want to invest.

Here’s the thing about Loopz: it’s not a bad game. The mechanics work, the concept is solid, and there’s clearly depth here for puzzle enthusiasts willing to master its systems. But as I mentioned during our recording, “if you’re picking your kickball teams and you’re having to pick four or five teams and you’re down to that fifth team, someone’s got to be last and that’s Loopz.” It’s the puzzle game you play after you’ve exhausted Dr. Mario, Tetris, Klax, and yes, even Krazy Kreatures. The back of the box promises “10 torturous levels,” and honestly, that’s truth in advertising—though probably not in the way they intended.

We gave it a somewhat reluctant one rating, acknowledging that it would make a decent handheld game for a long bus ride where you had nothing else available. It’s the gaming equivalent of finding yourself stranded with only this cartridge to keep you company—you’d be grateful it exists, but you wouldn’t have chosen it first.


Low G Man – 1/1

GenreReleaseDeveloperPublisher
Action Platformer1990KidTaxan
Low G Man NES box art featuring a yellow background with a figure in blue and black performing a low gravity jump at the top. The game's title is displayed prominently with a large red "G" in the center. Published by Taxan with the Official Nintendo Seal of Quality.

Published by Taxan (sporting an impressive 4-0 record) and developed by KID, Low G Man: The Low Gravity Man is a 1990 sci-fi action platformer that commits the hilarious redundancy of including “The Low Gravity Man” as its own subtitle. The game’s intro sets up a story about a robot-producing exploration planet (apparently a dime a dozen in this universe) where trouble arrives in the form of hostile forces. The solution? Send in Low G Man— whose qualifications are never quite explained, but whose name sounds cool enough that we don’t really care.

What makes Low G Man special is its unique combat system centered around a spear. While you do have a gun, the real star of the show is your ability to jump incredibly high (justified by the low gravity premise) and come crashing down with a downward spear strike that’s deeply satisfying to execute. It’s like the Zelda 2 downthrust. The game also features mech suits you can commandeer, though they’re frustratingly limited—you can’t shoot upward, and getting out of them isn’t always intuitive.

The level design throws you into immediate action with fast-moving enemies and challenging platforming sections. The first boss we encountered was surprisingly tough, requiring precise positioning to land spear strikes on specific weak points. There’s a bit of a learning curve to the combat—you can’t just spam attacks, you need to understand enemy patterns and positioning. I managed to pull off some stylish kills once he got into the rhythm, commenting that “it feels good to do that” when successfully chaining spear attacks.

The game’s presentation is solid, with Mega Man-style font work and upbeat music that keeps the energy high even during tough sections. The story may be paper-thin (seriously, “then they came” is doing a lot of heavy lifting), but the gameplay is what matters here. This is a straightforward one rating—it’s a cool shooter with unique mechanics and satisfying combat. Low G Man deserves more recognition than its admittedly ridiculous name might suggest.


Lunar Pool – 1/1

GenreReleaseDeveloperPublisher
Simulation/Pool1987CompileFCI
Lunar Pool NES box art showing two players in purple and blue futuristic attire leaning over a pool table in intense concentration. The stylized "Lunar Pool" logo appears in peachy-orange letters. The art style features an airbrushed 1980s aesthetic with pink and purple tones. Published by FCI.

Lunar Pool is a 1987 pool simulation with a twist, developed by Compile (though my notes also reference Pony Incorporated—the development credits get a bit murky here) and published for the NES. What starts as a seemingly straightforward billiards game quickly reveals itself to be something more akin to cosmic mini-golf, with 60 increasingly bizarre table layouts that would make any pool hall owner weep. The back of the box proudly advertises “255 levels of table friction,” which seems like an oddly specific technical specification to tout, but it does hint at the game’s surprising depth.

The gameplay works well, with players rotating around the cue ball to line up shots, adjusting power with a golf-swing-style meter, and adding English by positioning their strike point. The NES version handles these mechanics smoothly, and as Jake discovered during our session, the controls become intuitive once you understand the system. His performance was genuinely impressive—he ran several tables with ease.

What makes Lunar Pool special is how it transitions from traditional pool to something completely different. The early tables are standard rectangular affairs, but soon you’re dealing with asymmetrical pockets, obstacles in the middle of the table, and layouts that look more like miniature golf courses than billiards tables. It’s like the developers started with pool and said “but what if we made it weird?” The result is engaging and creative, offering significantly more variety than a straight simulation would provide.

The game also features two-player support and what the box cryptically calls “continuous scoring as a feature”—we’re still not entirely sure what that means, but it sounds impressive. We also discussed the intriguing possibility that the game might let you tour different planets with varying gravity and friction levels, which would explain that oddly specific “255 levels of table friction” claim. This is an easy one rating—it’s a creative take on pool that would have made an excellent rental and still holds up as a fun way to kill an afternoon.


M.U.L.E. – 1/1

GenreReleaseDeveloperPublisher
Turn-Based Strategy Simulation / 4X1990Ozark SoftwareMindscape
M.U.L.E. NES box art featuring dramatic painted artwork of a frontiersman on horseback holding an American flag on an alien planet surface. A red planet looms in the background against a starry sky. Published by Mindscape as a 4 to 4 player game, illustrated by science fiction artist style cover art.

M.U.L.E. is a legendary 1983 strategy/economics simulation that made its way to the NES in 1990, published by Mindscape and originally created by Ozark Softscape. The title stands for “Multiple Use Labor Element”—the robotic pack animals that form the backbone of your colonization efforts on the planet Irata (a name that’s not suspicious at all if you read it backwards). This is a game that was “seven years in the making” according to its attract screen, and it shows in the depth and complexity of its systems.

The game supports up to four players, each selecting from a delightfully weird roster of alien species. Jake went with the Leggites (“from the Afghan plains… Leggites love legs and all”), creatures defined entirely by their long legs and apparently named through the most literal process imaginable. I chose the Packers from the Silicone System, described as beings who “love food”—a characteristic I found deeply relatable. Other options include Bonzoids from the Armipol Galaxy (who love climbing), Mechtrons (robotic mutations who are “efficient at death”), and Gollumers, whose name presumably came before anyone thought about the legal implications.

The gameplay involves claiming plots of land, purchasing and outfitting M.U.L.E.s for different resource production (food, energy, smithore), visiting the pub to gamble (where we discovered everyone in the galaxy has a serious gambling problem), and trying to become the wealthiest colonist before the ship returns. The game throws random events at you—pirates stealing ore, mischievous elves raiding your food stores, spoilage affecting your resources—keeping you constantly reacting to new challenges. There’s also an auction system that we barely scratched the surface of, where players can trade resources while performing what the game calls “push stick” dancing.

As Jake noted, M.U.L.E. has strong Master of Orion and Civilization vibes, which makes sense given its place in the pantheon of early strategy games. The manual would clearly be essential for understanding the deeper systems—we were largely fumbling through our five-minute session, making wild guesses about optimal strategies. But even in our brief time, the game’s appeal was evident. The economic simulation is robust, the multiplayer competition is engaging, and there’s real strategic depth hiding under the quirky alien presentation. This is absolutely a one rating, with the caveat that serious players will want to invest significant time learning its systems.


M.U.S.C.L.E. – 1/1

GenreReleaseDeveloperPublisher
Wrestling1986ToseBandai
M.U.S.C.L.E. Tag Team Match NES box art by Bandai featuring a muscular wrestler character in red attire striking a dynamic pose in the foreground. A screenshot of the actual game is shown in the background displaying the wrestling ring and small character sprites. Part of the Character Action Series.

Published by Bandai in 1986, M.U.S.C.L.E.: Tag Team Match (which stands for “Millions of Unusual Small Creatures Lurking Everywhere”) is a wrestling game based on the popular toy line and anime series Kinnikuman. The NES version features a delightfully weird roster of fighters including knights in full armor, barbarians, and various other characters pulled from the toy line’s 233-figure collection. The game supports two-player action and, as we discovered, delivers surprisingly fun multiplayer chaos that elevates it above typical wrestling game fare.

The gameplay is straightforward but effective. You’ve got basic attacks, jumping strikes, and—most importantly—the ability to execute what we scientifically determined was a “fart slam.” The moves are limited but satisfying, especially when you manage to pull off a suplex or get your opponent into a corner for a combo. Power-ups appear periodically, granting temporary invincibility indicated by a flashing orb effect. The physics are appropriately over-the-top, with characters bouncing around the ring and occasionally getting injured to the point where they can’t jump, punch, or move effectively until they grab a recovery item.

What makes M.U.S.C.L.E. work is its personality. Jake chose the knight character while I went with a different fighter, and watching a fully armored medieval warrior grapple with these weird toy-line creatures was genuinely entertaining. There’s also environmental variety—one arena features ice physics that send fighters sliding around, adding chaos to an already chaotic experience. The game includes tag team mechanics (we didn’t explore whether it’s a four-player free-for-all or proper tag team action, but either sounds appealing), and the limited moveset actually works in the game’s favor by keeping things accessible.

We both agreed this earned a solid one rating. The game would be excellent with four players using a multitap, and it captures that same “let’s just mess around” energy that makes the best party games memorable. M.U.S.C.L.E. isn’t trying to be a serious simulation—it’s embracing the absurdity of its toy line origins and delivering fun multiplayer wrestling action that still holds up nearly 40 years later.


Banner featuring five NES game box covers displayed side-by-side: The Little Mermaid showing Ariel underwater, Little Red Hood in a fairy tale forest, Little Samson with the hero and his companions, Lode Runner's underground action scene, and The Lone Ranger's dramatic western artwork

Jake and I tackled five “Little” and “L” games this week. We kicked things off with a makeup game that somehow slipped through the cracks, played one of the rarest and most expensive NES games ever made, and ended with a hidden gem. Out of five games, we handed out four 1/1 ratings—not bad for a random alphabetical selection. The only zero? Well, let’s just say unlicensed games continue to live down to their reputation.

The NES A to Z legacy will not die. Three more episodes and we hit 100—might need to get cake and donuts for that milestone. Thanks for following along, and we’ll see you next week for more alphabetical adventures!


Little Mermaid – 1/1

GenreReleaseDeveloperPublisher
Platformer1991CapcomCapcom
NES box cover for Disney's The Little Mermaid by Capcom, featuring Ariel the mermaid with flowing red hair and purple seashell top against an underwater rainbow background, accompanied by Flounder the yellow fish, Sebastian the red crab, and Ursula's eel minions Flotsam and Jetsam

Disney-licensed NES games were notoriously hit-or-miss (The Lion King still haunts my nightmares), but as I pointed out, “you see the red Capcom label there.”

Capcom developed this side-scrolling action platformer at a time when they were absolutely dominating the NES, and it shows. The game features Ariel navigating both underwater swimming sections and (allegedly) land-based walking segments after gaining her human form—a unique dual-mechanic system that keeps things fresh.

The bubble-shooting combat took us a minute to figure out. “What are you doing there? Bubble magic?” Jake asked as I started experimenting. The game has this system where you can trap enemies in bubbles and then use them as projectiles. “It’s like a Mario shell kind of a vibe,” Jake observed when we discovered the captured enemies would eventually break free if you held them too long.

What impressed me most was how polished everything felt. The controls were responsive, the level design thoughtful, and yeah, the music slaps. “It’s got the jam right off the bat. I love that,” Jake noted. After our brief session, I was genuinely intrigued. “There’s a whole other walking section apparently,” I mentioned, giving it a solid 1/1. Capcom’s record improved to 17-3, and they continue holding it down.


Little Red Hood – 0/1

GenreReleaseDeveloperPublisher
Action Adventure1989SachenHES
NES box cover for Little Red Hood by H.E.S., showing Little Red Hood in her red cape and gingham dress holding a basket in a forest setting, with a wolf character falling backwards and other fairy tale characters visible among the trees

Little Red Hood is a 1990-ish unlicensed game from Sachen, a Taiwanese developer “notorious for low-quality unauthorized cartridges” that bypassed Nintendo’s licensing requirements. And boy, does it show.

“Oh my god. Oh boy. This jump is awkward as hell,” I groaned almost immediately. The physics are basically nonexistent—your character just sort of transforms into different shapes when jumping. Jake nailed it: “There’s no physics. It’s just a shape.” The collision detection is horseshit, the animations are terrible, and we genuinely couldn’t figure out what we were supposed to be doing.

The game features some kind of shop system and enemies that spawn from blinking rocks, but nothing makes sense. At one point I kicked a rock and a snake came out. The next time I kicked a rock it was a scorpion, then a white dog. We did discover you could buy a slingshot for temporary self-defense, which Jake described as “short-lived joy” since it only gave you three shots before disappearing.

The one bright spot? A dog companion that eats enemies. “I like the dog element,” Jake admitted. “He just eats the bad guys.” But even that couldn’t save this mess.

“It does show a very obvious lack of polish,” I explained, “The collision detection is horseshit.” Still, Jake tried to be fair in his final assessment. “If I was six in 1988 and didn’t know any better, I would enjoy that game.” But this is 2025, and I know better. Zero out of one.


Little Samson – 1/1

GenreReleaseDeveloperPublisher
Action Platformer1992TekaruTaito
NES box cover for Little Samson by Taito, featuring the spiky-haired hero Samson in an action pose in the foreground with his three companion characters - Kikira the green dragon, Gamm the blue golem, and K.O. the mouse - set against a dramatic dark blue background with a menacing dragon silhouette

“You’re in for a treat here, Jake. This is it,” I said as we loaded up Little Samson. And I meant it. This 1992 Taito-published platformer is “the most expensive NES game.” Complete copies regularly sell for $1,000-$3,000+ because of its tiny print run at the tail end of the NES lifecycle.

But here’s the thing: it deserves every penny of that price tag (well… you know what I mean). Little Samson is “arguably the best Nintendo game ever made” from a pure quality standpoint. The game features four playable characters—Samson the hero, Kikira the dragon, Gamm the golem, and K.O. the mouse—each with completely unique abilities and movement styles.

Jake started with the mouse, which can “latch on to surfaces and wall run upside down, sideways, in any direction.” The dragon flies. The golem can walk on spikes without taking damage. The first four levels are dedicated to each character, forcing you to master their mechanics. Then you unlock the ability to switch on the fly, using each character’s strengths to solve environmental puzzles.

“The enemies are so animated,” Jake marveled. “Look at that spinning sword. That’s cool.” The sprite work is genuinely impressive, with multi-sprite animations and fluid movement that rivals first-party Nintendo titles. Even the golem’s rock fist has this “elasticy, Vector Man-esque punch” quality.

We focused on the golem for most of our session because, as I noted, “He’s my favorite character. I think he’s got the coolest music.” Jake appreciated the level design: “It’s got clever and satisfying level design to capitalize on all the” different character abilities.

“Great game. And anybody who hasn’t played Little Samson, you got to emulate it because you’re not going to be buying the console version.”


Lode Runner – 1/1

GenreReleasePortedPublisher
Puzzle Platformer1987Hudson SoftBroderbund
NES box cover for Lode Runner by Broderbund, showing a character in yellow clothing leaping through a dark underground mine setting with ladders, platforms, and scattered gold pieces, featuring a 'Over 1 million sold in Japan' badge and Action Series branding

The title rings a bell though I cannot place,” Jake said when Lode Runner loaded up. This 1987 Broderbund-published game is a port of Doug Smith’s 1983 classic that first appeared on computers like the Commodore 64. The NES version, ported by Hudson Soft, brings the single-screen puzzle-platformer action to consoles.

The concept is deceptively simple: collect all the gold pieces while avoiding guards, using your ability to dig temporary holes in the floor to trap enemies or create pathways. “Your ability is to shoot your gun diagonally down on either side of you. At the ground,” I explained. The holes regenerate after a few seconds, so timing is everything.

Jake picked up the mechanics faster than I did. “Your reflexes are so much better than mine,” I admitted after watching him navigate a tricky section. “It’s cuz I have a little sore throat,” I joked, to which I replied: “The throat bone isn’t connected to the brain bone, buddy.”

I played a lot of this game on my Mac. Actually that game is called Lode Runner: The Legend Returns which is also on PS1 and Saturn. Def worth player for the improved graphics and 2-player co-op gameplay.


Lone Ranger – 1/1 💎

GenreReleaseDeveloperPublisher
Action RPG1991KonamiKonami
NES box cover for The Lone Ranger by Konami, depicting dynamic western action with the masked Lone Ranger on his rearing white horse Silver in the foreground, backed by a purple sunset over an Old West town, steam locomotive, playing cards, and gunfight scenes

“Never heard of this game,” I admitted as we loaded up this 1991 Konami title. And honestly? That’s a shame, because The Lone Ranger is legitimately excellent—a “multi-perspective western adventure that switches between side-scrolling horseback shooting, first-person gunfight sequences, and overhead town exploration.”

It’s basically Red Dead Redemption on the NES, and I’m not exaggerating. The game opens with side-scrolling action, then shifts to an overhead RPG-style town where you can talk to NPCs, visit shops, and take on fetch quests. There’s even a first-person shooting gallery minigame. “That’s pretty cool depth,” I noted while trying (and mostly failing) at the target practice.

The variety is impressive. You’re searching for a legendary white horse named Silver while tracking down outlaws, and the game sends you on elaborate quest chains involving letters from sheriffs and wise men.

The combat is the real star. Starting with just your fists, you eventually scrape together enough money to buy a gun, and everything changes: “I’m giving this hidden gem quality right now.”

The production values are top-notch. “Look at this guy,” I marveled at the detailed sprite work. “Now this was made with love. You can just feel it. It’s Konami.” The game even supports the Konami Laser Scope voice command headset—remember that absurd peripheral where you’d shout “FIRE” to shoot?

Despite being published by Konami (who had a solid 15-8 record by this point in our series), The Lone Ranger has a reputation as one of their weaker titles. I have no idea why. This game rules. 1/1, easy. “A great game, and I would like to go back to it.”


Five NES game box covers arranged horizontally: Life Force Salamander featuring a monstrous alien face with organic tunnels, Disney's The Lion King with silhouettes against an orange sunset, Little League Baseball Championship Series showing young players around a baseball, Little Nemo the Dream Master depicting a boy in pajamas with dream creatures and a crescent moon, and Little Ninja Brothers showing cartoon ninja characters in colorful action scenes

We’re back with Episode 95 of the NES A-Z journey, and Jake and I are counting down to the big 100! This episode brought us deep into the L’s with a mixed bag that showcased everything from Konami’s body-horror brilliance to Virgin’s port disasters. I even got to unveil my first-ever Mac app built with AI assistance—a retro-themed 5-minute timer made specifically for this series. Jake was appropriately impressed by my “invention of the base-10 numeric system.”

This was a particularly strong episode overall, with four solid ones and only a single zero dragging down the average. We rediscovered a forgotten childhood favorite, found a surprisingly fun sports game, and may have unearthed a legitimate hidden gem that nobody talks about.


Life Force (Salamander) – 1/1

GenreReleaseDeveloperPublisher
Horizontal Shmup1988KonamiKonami

Konami’s Life Force is a shoot-’em-up spin-off of the Gradius series with a distinctly organic twist—you’re literally flying through the interior of a giant alien creature. The game features the signature Gradius power-up bar system where you collect icons to build up to specific upgrades like speed, missiles, ripple lasers, and more. As Jake noted during our session, “you are inside a giant alien being,” which gives the levels a uniquely grotesque aesthetic with pulsating walls, tooth-lined passages, and biological hazards.

The game is brutally difficult and requires significant memorization. I discovered this the hard way when Jake warned me about the claw traps: “You just got to know.” Konami has an impressive 14-8 record in our series, and Life Force maintains that quality standard. The Konami Code (up, up, down, down, left, right, left, right, B, A, start) famously works in this game, though Jake and I fumbled the execution on our PS4 controller. Both of us gave it a one—it’s punishing but fair, with tight controls and rewarding power-up progression.


Lion King – 0/1

GenreReleaseDeveloperPublisher
Action Platformer1995Dark TechnologiesVirgin Interactive

Virgin Interactive’s NES port of The Lion King is a cautionary tale of demakes done wrong. Originally developed by Westwood Studios for the Super Nintendo, this NES version was ported by Dark Technologies and released in 1995—making it one of the last games ever released for the system in Europe (it never came out in the US). The game only features young Simba’s levels, omitting the entire adult portion of the film.

The jumping mechanics are catastrophically broken. As I struggled through the opening savanna level, I kept shouting “How come I’m not jumping right now?” The turning animation locks you in place for an agonizing duration, and as Jake observed, “they wanted to show that off rather than have you succeed.” You can’t run and jump with fluidity—the animations are rigid and unresponsive. At one point Jake perfectly diagnosed the problem: “you can only jump at intervals.” because of the rigid animations.

Virgin Interactive has a dismal 0-2 record in our series, and The Lion King makes it 0-3. Why the hell are you playing the worst possible version of Lion King in 2025? It’s a shameless cash-grab that cut half the game and botched the fundamentals. Easy zero.


Little League Baseball – 1/1

GenreReleaseDeveloperPublisher
Baseball1990SNKSNK

SNK’s Little League Baseball surprised us both with its charm and playability. The game features adorable big-headed child players and opens with what appears to be the actual Little League Pledge: “I trust in God, I love my country and I will respect its laws. I will play fair and strive to win, but win or lose, I will always do my best.” We spent a minute debating whether this was the real American Little League slogan or something specific to Japan’s take on the sport.

The gameplay is solid two-player baseball action with responsive controls and enough depth to stay engaging. Jake and I had genuine fun playing against each other, with highlights including a stolen home run and constant confusion about tagging up. As I noted during play, “Time flies when you’re playing baseball,” which from a self-proclaimed sports hater is high praise.

SNK has an excellent track record in our series, and Little League Baseball continues their hot streak. Both Jake and I gave it a one, making it the second L-titled baseball game to earn our approval (after Legends of the Diamond). Sometimes simple, well-executed sports games just work.


Little Nemo the Dream Master – 1/1

GenreReleaseDeveloperPublisher
Action Platformer1990CapcomCapcom

Capcom’s Little Nemo: The Dream Master is a beloved platformer that brought a flood of nostalgia rushing back the moment I saw the opening animation. Based on Winsor McCay’s 1905 comic strip (as Jake researched ahead of time) and the 1989 anime film, this game has an interesting timeline quirk: in America, the game was released in 1990, two years before the film hit US theaters in 1992. As I pointed out, “In America, kids would have thought that the movie is based on the game.”

The core mechanic involves feeding candy to various creatures to temporarily ride them and use their abilities. You play as pajama-clad Nemo exploring Slumberland with help from your guide Flip, who explains: “Many of the creatures here will give you a ride if you feed them candy.” Each animal offers different abilities—frogs can bounce on enemies, moles can dig, and lizards can climb walls. The level design encourages exploration and experimentation.

Capcom has a stellar 15-3 record, and Little Nemo makes it 16-3. Both Jake and I gave it an enthusiastic one. I had completely forgotten about this game until seeing that opening screen, and within one level we were having a blast. Jake nailed it: “Look how much fun we were having in just the first level.” I called it a “forgotten gem”—not quite hidden since it’s a well-regarded Capcom title, but definitely under appreciated in modern retro gaming discussions.


Little Ninja Brothers – 1/1 💎

GenreReleaseDeveloperPublisher
Action RPG1990Culture BrainCulture Brain
Little Ninja Brothers NES box art showing two cheerful cartoon ninja children in blue and beige outfits at the front, with colorful background scenes including skull imagery, villages, and various other ninja characters, Culture Brain logo at bottom

Culture Brain’s Little Ninja Brothers is the most fascinating game of the episode and a strong candidate for hidden gem status. This game is actually two games in one: a track-and-field style minigame collection and a full cooperative RPG with real-time combat. Jake and I spent the first half of our playtime in “Field Meeting” mode, playing bizarre events like “Popping” (jumping to pop balloons while running), “Eating” (the exact same thing but with food instead of balloons), and “Dashing” (just running).

The real revelation came when we switched to RPG mode. The game features a full overworld map, random encounters, experience points, and leveling—but when combat starts, it’s live-action brawling similar to Secret of Mana. You and a friend can explore the world together, and when either player triggers an encounter, you both fight side-by-side in real-time. Jake accidentally killed me during exploration, which led to him continuing the quest solo while I watched: “You’re finally out from under my shadow.”

The game is part of the same family as Kung Fu Heroes, which we played three episodes ago. Culture Brain now has a perfect 5-0 record in our series. I’m seriously considering this a hidden gem—I’ve never heard anyone discuss it despite it being a cooperative RPG with unique combat. The US version was made significantly harder than the Japanese release with increased random encounter rates to prevent kids from beating rental copies too quickly.


A horizontal arrangement of five NES game boxes displayed side by side: Legendary Wings with its aerial combat, Legends of Owlia's fantasy adventure, Legends of the Diamond's baseball action, Lemmings' puzzle mayhem, and Lethal Weapon's action movie intensity, representing NES A-Z Episode 94's unprecedented perfect streak across shooters, RPGs, sports, puzzles, and beat-em-ups.

Five games, five winners—NES A-Z Episode 94 delivers an unprecedented (maybe I can’t remember and didn’t check) clean sweep that showcases the library’s incredible range. From Capcom’s arcade-perfect shooters to modern homebrew RPGs, from beloved puzzle classics to surprisingly solid licensed beat-em-ups, this batch proves that quality transcends genre. What makes this episode particularly special is the discovery of multiple hidden gems alongside established favorites, demonstrating that even deep into the L’s, the NES still has secrets to reveal and classics to celebrate.


Legendary Wings – 1/1

GenreReleaseDeveloperPublisher
Vertical Shmup1988CapcomCapcom
Box art featuring a winged warriors with angel-like wings flying through a dramatic sky filled with enemy aircraft and mechanical threats, rendered in Capcom's vibrant arcade art style with bold red logo

Capcom’s 1988 arcade port delivers vertical scrolling shoot-em-up action with innovative twists that elevate it above standard genre fare. Developed and published by Capcom (maintaining their impressive 14-1 record at this point), the game tasks players with piloting winged warriors through enemy-filled skies while switching between air-to-air shooting and ground-bombing mechanics.

What sets Legendary Wings apart is its emphasis on dodging: “Not everything is shootable… it’s a dexterity check” rather than pure pattern memorization. The game features memorable enemy designs including invincible soldiers that must be avoided, dragons breathing fire, and particularly notable “owls sitting on ice cream cones” (dubbed “Owl Scream” during gameplay).

The variety extends beyond combat—ground targets require different weapons, power-ups provide satisfying upgrades, and the pacing rewards repeated plays rather than punishing players with invisible cheap deaths. As noted during the session, “It was challenging but didn’t feel unfair,” a stark contrast to the recent Last Starfighter disaster. The arcade-quality graphics and smooth scrolling showcase Capcom’s technical prowess, while the unpredictable enemy behavior keeps players engaged.

This represents Capcom firing on all cylinders during their late-80s golden age, delivering exactly the kind of polished arcade experience NES owners craved. Final rating: 1/1.


Legends of Owlia – 1/1

GenreReleaseDeveloperPublisher
Action RPG2016Gradual GamesGradual Games
Modern homebrew box art showing a fantasy elf character accompanied by an owl companion in a colorful top-down adventure style reminiscent of classic NES RPGs, with the Gradual Games logo

Gradual Games’ 2016 homebrew RPG exemplifies why modern fan-created titles consistently impress: “They’re always passion projects and they’re not out to make a profit.”

This top-down action-adventure features an elf protagonist accompanied by an owl companion that serves as both tool and weapon through a unique command system. Players can switch between two owl techniques (so far!)—”Fetch” for retrieving distant objects and “Rush” for attacking enemies—creating puzzle-solving and combat opportunities that feel fresh despite obvious Legend of Zelda inspiration.

The game opens in a falconry school tutorial that elegantly teaches mechanics: your owl can learn multiple techniques, and you select which pair to have active at any time. The presentation impresses with smooth animations, thoughtful UI touches (like “gentle little leaves on top of the inventory screen”), and a password save system. Combat feels satisfying whether using your dagger or commanding your owl, while exploration promises secrets and progression typical of the genre’s best entries.

The result is a polished experience that “deserves more than 5 minutes for a full assessment” but clearly earns its score even on first impression. Final rating: 1/1, with strong recommendation for extended play.


Legends of the Diamond – 1/1

GenreReleaseDeveloperPublisher
Baseball1992ToseBandai
Box art depicting baseball action with players in batting and fielding poses against a diamond-shaped background, featuring the Bandai logo and emphasizing the game's sports simulation aspects

Bandai’s 1992 baseball simulation proves that sports games can transcend their genre limitations through strong presentation and solid mechanics. Despite the my admitted dislike of baseball, the game delivers surprising enjoyment through intuitive controls and engaging gameplay.

The opening cinematic impresses with quality animation, while character selection includes cheerleaders and field choices that add personality. Gameplay captures baseball’s essentials—pitching, hitting, fielding—with responsive controls that make both offense and defense satisfying. The throwing animations feel snappy, hits produce visible trajectory indicators, and defensive plays require quick reactions. Some mechanics remain mysterious (base stealing proved elusive during the session), but the core loop works: “I’ve definitely had less fun playing a baseball game.”

The presentation shines with detailed player sprites, smooth animations, and clear UI elements that communicate game state effectively. Unlike many sports titles that feel like homework, Legends of the Diamond maintains a “video game enjoyment experience regardless of it being this sport that we have little to nothing about.” The game never claims to be a hidden gem or transcendent experience, but it accomplishes something perhaps more impressive: making baseball fun for people who don’t care about baseball.

As concluded, “Don’t let it be said that I’m automatically always giving sports games a zero.” Final rating: 1/1.


Lemmings – 1/1

GenreReleaseDeveloperPublisher
Puzzle1991Psygnosis (Ported by Ocean)Sunsoft
Box art showing the iconic green-haired lemming characters marching in a line toward various obstacles and traps, capturing the puzzle game's signature blend of cute aesthetics and dark humor, with Ocean and Sunsoft branding

Psygnosis’ classic puzzle-platformer receives an excellent NES port courtesy of Ocean/Sunsoft’s 1991 adaptation. The game’s premise remains brilliantly simple: guide suicidal lemmings from entrance to exit by assigning specialized roles—diggers, climbers, blockers, umbrella carriers—to overcome environmental obstacles.

The NES version impresses immediately with smooth animation: “Look at all those frames” of movement as lemmings march, fall, and perform their assigned tasks. The cursor-based interface translates surprisingly well to controller input, maintaining the precision needed for tricky puzzles while keeping pace manageable (“the cursor speed is nice, not too slow”).

Level design introduces mechanics gradually, starting with simple “Just Dig” stages before layering in multiple job types and complex spatial reasoning. The game’s dark humor—lemmings blindly marching to their doom, the nuclear option that explodes all remaining creatures—provides personality without undermining the puzzle challenge. Technical execution deserves praise: this could have been a disaster, translating mouse-driven PC gameplay to d-pad control, but instead creates a “really good version of the game” that maintains the franchise’s excellence.

Having played the Amiga original provides context for appreciating how well the NES port preserves the experience while adapting to hardware limitations. The verdict reflects both the source material’s strength and the port’s quality. Final rating: 1/1, with recognition that Ocean successfully ported a gaming classic without compromising its core appeal.


Lethal Weapon – 1/1

GenreReleaseDeveloperPublisher
Beat’em Up1992EurocomOcean
Box art featuring dramatic action movie imagery with armed protagonist (Mel Gibson's character) in combat stance against explosive background, emphasizing the film license with Ocean's logo prominently displayed

Ocean’s 1992 beat-em-up adaptation of the action film franchise delivers surprising quality despite the licensed-game stigma. Developed by Eurocom and published by Ocean (bringing their record to 6-4 with Lemmings), the game casts players as Mel Gibson’s character battling through side-scrolling stages filled with paramilitary enemies.

Combat emphasizes melee attacks—particularly a devastating kick that instant kills enemies—while also incorporating limited-ammo firearms and throwable grenades. The gameplay evokes Double Dragon comparisons but adds unique elements: climbing on top of vehicles, destructible crates concealing power-ups, and helicopter battles requiring creative tactics.

Level design provides variety through different environments and enemy types including knife-wielders, grenadiers, and martial artists. The controls feel responsive, with select button switching between melee and ranged attacks, while health restoration items appear frequently enough to encourage aggressive play. One notable absence: Danny Glover’s character doesn’t appear in stage two despite hopes for alternating protagonists, though the game maintains entertainment value regardless.

The experience captures “macho kid wish fulfillment” through one-man-army power fantasy while maintaining challenge through enemy variety and environmental hazards. As summarized, the game is “Double Dragon with a gun” that succeeds through solid fundamentals: “Controls good. Plays cool.” Final rating: 1/1, contributing to Ocean’s redemption arc and the episode’s perfect streak.


A horizontal arrangement of five NES game boxes displayed side by side: The Last Ninja with its isometric ninja action, The Last Starfighter's space combat, Legend of Kage's tree-leaping warrior, Legend of Prince Valiant's medieval adventure, and the unmistakable gold Legend of Zelda cartridge, representing NES A-Z Episode 93's journey from obscure action games through hidden gems to one of gaming's most celebrated titles.

Sometimes the alphabet delivers thematic clustering that feels almost intentional. This batch of games opens with two “Last” titles that couldn’t be more different in quality, then transitions into a trio of “Legend” games that showcase the NES at its best. What starts as a mixed bag quickly transforms into a celebration of hidden gems and undisputed classics, proving that even this deep into the library, the NES still has surprises waiting—and reminders of why certain games became legendary in the first place.

This episode also marks a triumphant return after technical difficulties forced a complete re-recording, resulting in improved gameplay and deeper insights into games that initially stumped the players. The silver lining? Getting genuinely good at titles that deserved a second chance, transforming frustration into appreciation and revealing why some overlooked games deserve reconsideration.


Last Ninja, The – 1/1

GenreReleaseDeveloperPublisher
Isometric Action Adventure1991System 3 SoftwareJaleco
Box art showing a ninja in traditional black garb in a dramatic pose against an urban/park setting with isometric perspective elements, featuring the Jaleco logo and suggesting the game's unique viewing angle

Jaleco’s 1991 port of System 3’s European computer classic drops players into an isometric action-adventure where a ninja navigates environments ranging from Central Park to various indoor locations. Originally developed for the Commodore 64 in 1987 and renowned for its groundbreaking graphics and atmospheric music on home computers, the NES version attempts to translate that ambitious design to Nintendo’s hardware.

The game’s most distinctive—and divisive—feature is its isometric perspective combined with directional movement that feels “relative” to the character rather than the screen. Combat involves punching and kicking enemies while solving environmental puzzles, including the infamous second-room stumper: “I had to look up how to do this… the guy punched the wall.” The game features the audacious premise of a ninja operating in broad daylight in the park with Statue of Liberty imagery confirming the New York setting.

Initial frustration gave way to appreciation after understanding the mechanics: “Now that we understand that there’s progress, I am curious how this game plays out. I like the vibe. It’s like funny in an ironic way.” The isometric movement becomes intuitive with practice, and the game’s bizarre tone—combining ninja stealth with daytime public brawling—creates unintentional comedy. As noted, “If I had this game as a weekend rental, I would be into it.” After initially rating it 0/1 due to confusion, the revised verdict recognizes its quirky appeal: 1/1.


Last Starfighter, The – 0/1

GenreReleaseDeveloperPublisher
Horizontal Shmup1990GraftgoldMindscape
Box shows an unnamed protagonist wearing 90s era clothes in space with enemy ships and a starfield background, capturing the sci-fi movie aesthetic with the Brøderbund logo prominently displayed

Brøderbund’s 1984 adaptation of the cult film exemplifies everything wrong with rushed movie tie-in games. This horizontal space shooter traps players in a sluggish, unfair experience where invisible bullets and instant-death towers create infuriating cheap deaths.

The gameplay involves piloting a ship that can accelerate and decelerate—even reversing direction when too slow—while attacking enemy vessels in what should be a Star Wars trench run experience. The fundamental problem: You can’t see the bullets. Combined with black tower obstacles that blend into the background and kill on contact, the game becomes an exercise in memorization rather than skill.

“The first three times you get killed by it, you don’t know why you died.”

The controls feel sluggish, enemy patterns are unpredictable, and the game lacks any satisfying progression. The verdict is harsh but earned: “I absolutely hate this game so much… I’m disgusted by this game and I hate the people who made this.”

The conversation even includes a tangent about the film itself and similar era sci-fi movies like Flight of the Navigator, but no amount of nostalgia can redeem this cynical cash-grab. Final rating: 0/1, with commentary that it’s “responsible for a great number of broken controllers and lowered self-esteem.”


Legend of Kage, The – 1/1 💎

GenreReleaseDeveloperPublisher
Ninja Action Platformer1985TaitoTaito
Box art showing a ninja warrior in mid-leap among trees with enemies below, emphasizing the game's acrobatic jumping mechanics and forest setting in classic Taito arcade port styling

Taito’s 1985 arcade port delivers exhilarating ninja action that captures the fantasy of Eastern martial arts cinema. Players control a nimble warrior (who is ambiguously gendered) who must rescue a kidnapped princess while performing gravity-defying leaps through forest environments.

The game’s defining feature is its spectacular jump mechanics—soaring impossibly high into trees creates “Crouching Tiger, Hidden Dragon” moments that feel like “a lucid dream.” Combat involves throwing shurikens at enemy ninjas while navigating vertically and horizontally scrolling stages. The game features a satisfying clear-the-screen objective where killing all visible enemies advances the stage, then transitions to climbing sequences. Comparisons to the earlier-covered Demon Sword reveal shared DNA, though Legend of Kage predates it and focuses more purely on ninja fantasy. The tree-climbing animation, the satisfying arc of thrown weapons, and the sheer joy of movement create an experience that “feels like a ninja.”

The game even received a Nintendo DS sequel that cleverly used both screens for jumping between levels. The consensus is clear: “I think this might be a hidden gem.” Nobody in the players’ childhood circles owned it, it’s rarely discussed in retro gaming discourse, and it offers intuitive, immediately enjoyable gameplay. Verdict: 1/1, certified hidden gem.


Legend of Prince Valiant, The – 1/1 💎

GenreReleaseDeveloperPublisher
Action Platformer1992OceanOcean
Box art featuring Prince Valiant with his distinctive pageboy haircut wielding weapons in a medieval marsh setting with monsters, rendered in Ocean Software's characteristic European adventure game art style

Ocean’s 1992 action-platformer based on the comic strip and animated series proves that licensed games can deliver quality experiences. Players guide the titular prince through treacherous marsh environments while battling archers, spear-throwers, and eventually barbarian chargers on a quest to find Camelot.

The game opens with surprisingly detailed story text explaining that “Valiant encounters a marsh… which he must cross if he is to realize his dream of finding Camelot.” Gameplay involves throwing daggers (no crouching attacks or jumping attacks, adding strategic challenge), navigating collapsing platforms, and swinging on ropes with impressive and “intuitive feeling” grappling mechanics. The level design introduces variety through different enemy types and environmental hazards, while boss battles provide genuine challenge—including an 18-hit bat creature and a fire-breathing beast guarding the marsh exit.

The game evokes Ninja Gaiden comparisons: “Obviously Ninja Gaiden’s much snappier and quicker and better… but I already played Ninja Gaiden and it’s not hidden.” What makes Prince Valiant special is its depth: “You’re doing a lot of different stuff. It’s not just walk forward and hit.” The combination of precision platforming, enemy variety, and satisfying progression creates something genuinely worthwhile. “I’ve legitimately never heard of that game… that’s a hidden gem for sure.” Final rating: 1/1, certified hidden gem.


Legend of Zelda, The – 1/1

GenreReleaseDeveloperPublisher
Action RPG1986Nintendo R&D4Nintendo
The iconic gold cartridge box art showing Link holding his sword and shield aloft against a dramatic sunset background with the Hyrule landscape, featuring Nintendo's premium gold packaging that signaled the game's flagship status

Nintendo’s 1986 masterpiece needs little introduction—the gold cartridge that defined action-adventure gaming and established a franchise that continues to innovate today.

Shigeru Miyamoto designed the game to recreate his childhood forest exploration experiences, creating an open-world adventure where players guide Link through Hyrule to rescue Princess Zelda from Ganon. The game’s revolutionary features include non-linear exploration, hidden secrets requiring experimentation (burning bushes, bombing walls), and battery-backed save files that enabled shared progress between friends: “If I borrowed my friend’s game, I could play our file… we’re trying to advance our save. That’s an experience I’ve never had in any other game ever.”

The episode includes discussion of quality-of-life ROM hacks like Legend of Zelda Redux that modernize texture indicators and mapping while preserving the core experience.

Miyamoto’s design brilliance extends to small details like arrow mechanics—instead of inventory management, each arrow shot simply costs one rupee: “That’s shorthand for you buying arrows, but instead of having you walk to a shop to buy 50 arrows… it just takes a dollar away from you every time you shoot one.” The game remains very playable today unlike some contemporaries (Metroid on NES is deemed “insufferable,” though Super Metroid and Metroid Zero Mission on GBA are recommended). The verdict is unanimous and obvious: “We all know Zelda’s a one out of one.” Final rating: 1/1, the “undisputed GOAT.”


NES game box covers for Laser Invasion (1989), Last Action Hero (1991), Lawn Mower (2011 homebrew), Lee Trevino's Fighting Golf (1988), and Legacy of the Wizard (1989) reviewed in blog post

Hey everyone, I’m back as promised—and this time I brought backup! Jake finally made it onto the show after winning our contest, and we dove into five wildly different NES titles spanning from 1988 all the way to 2011. That’s right—one of these games is actually a modern homebrew release, proving the NES community is still alive and kicking decades later. In this episode, we’re tackling everything from intense helicopter combat to lawn maintenance simulation (yes, really), and we even struggle through some confusing golf mechanics that had us questioning what “Fighting Golf” actually means.

From SNK’s surprisingly impressive aerial warfare to a dungeon crawler that lets you play as an entire family (including the pet), this session reminded us why the NES library remains endlessly fascinating. Some games earned our coveted “one out of one” rating, while others… well, let’s just say Arnold deserved better. Jake and I team up for some two-player action, discover hidden staircases, and learn that playing with friends is all about revealing those metaphorical staircases—even when you’re just mowing grass or magnetizing golf balls into sand traps.


Laser Invasion – 1/1

GenreReleaseDeveloperPublisher
On-rails Shmup1991KonamiKonami

This SNK-developed helicopter combat game proved to be a surprisingly intense experience during our playthrough. Designed to work with the short-lived LaserScope voice-activated headset peripheral (where players could literally shout “Fire!” to shoot), the game throws you into aerial combat missions with an overwhelming amount of HUD elements—a radar, a full map, missile warnings, and multiple weapon systems all competing for your attention. Despite the visual chaos, Jake was impressed with the lack of sprite flickering even during intense action sequences, a technical achievement worth noting on the NES hardware. I struggled with the beeping missile lock warnings and the sheer amount of information to process, but ultimately gave it a solid recommendation, calling it a “definite one out of one.”


Last Action Hero – 0/1

GenreReleaseDeveloperPublisher
Action Platformer1993Teeny Weeny GamesSony

Sony Imagesoft’s movie tie-in for the Arnold Schwarzenegger film falls into the familiar trap of rushed licensed games. This side-scrolling beat-em-up reduces the movie’s meta-commentary and genre-hopping premise to repetitive punch-kick-punch-kick gameplay. While the music earned some praise during our play, the combat is painfully limited—your kick attack is weaker than your punch, and there’s no evolution to the moveset. The game does attempt to recreate various scenes from the film, including a medieval sequence where you don Robin Hood garb, but as I noted, “that little pathetic punch is all you get.” It’s a zero—playable but utterly forgettable, leaving players wondering if they’ll just be “punching, kicking, punching, kicking” through reskinned levels for the entire game.


Lawn Mower – 1/1

GenreReleaseDeveloperPublisher
Simulation2011ShiruShiru

Here’s something different: a homebrew game released in 2011, decades after the NES era ended. This addictive little gem tasks you with mowing grass while collecting fuel and avoiding obstacles like mushrooms and rocks. The game cleverly adds tension through fuel management—you need to grab fuel cans to keep going, and hitting obstacles drains your tank quickly. During our session, the “soothing nature of just mowing all around” was compared to modern games like PowerWash Simulator, tapping into that same dopamine-releasing satisfaction of systematically clearing an area. Jake managed to master the tricky 180-degree turns needed for efficient mowing patterns. As one of the early homebrew titles to get proper distribution, it’s a testament to the NES homebrew community and earned an easy recommendation from both testers.


Lee Trevino’s Fighting Golf – 1/1

GenreReleaseDeveloperPublisher
Golf1998SNKSNK

Despite its aggressive title, there’s no actual fighting in SNK’s golf simulation—the name likely stems from a translation quirk where “fighting” means “competitive.” The game features decent graphics and standard power-meter-based shot mechanics, but the interface is confusing for newcomers. Jake and I struggled initially to figure out how to even swing the club, fumbling through camera angle adjustments before accidentally triggering the shot meter. The game doesn’t automatically select appropriate clubs based on your aim point, requiring players to understand golf club mechanics. I tried explaining to Jake that higher-numbered irons create higher arc shots that don’t go as far but stick better, showing off what little golf knowledge I had. I magnetized my ball directly into a sand trap at one point, while Jake noted the “fighter nuances are yet to be absorbed.” Still, Jake called it “the best golf game I played on Nintendo,” though that may have been damning with faint praise given the NES’s limited golf library.


Legacy of the Wizard – 1/1

GenreReleaseDeveloperPublisher
Action Adventure1987Nihon FalcomBrøderbund Software

This Falcom-developed dungeon crawler is a sprawling family affair where you explore a massive underground labyrinth with five different family members (plus grandpa, who just keeps passwords). Each character has unique abilities—dad can push rocks and has good jump distance despite weak strength, mom can pass through special symbols, the pet monster can walk safely among enemies but can’t attack, and so on. The game features an innovative inventory system where you physically walk into items to equip them, and inns that fully heal you for 10 gold pieces. Jake picked dad as his character after I accidentally trapped myself talking to the password keeper, and during our playthrough, he fell repeatedly into deeper dungeon levels, discovering new music, enemy types, and increasingly intense atmospheres. I explained how the game demands you know which character to bring where, as certain doors and obstacles require specific family members to progress. It’s complex, robust, and encourages the sense of exploration that defines the best NES adventures—earning an immediate “one out of one” recommendation from both of us and proving to be one of those hidden gems many players never discovered during the console’s original run.


A horizontal arrangement of five NES game boxes displayed side by side: Krazy Kreatures with its colorful puzzle creatures, Krusty's Fun House with the grinning clown, Kung Fu Heroes showing martial arts action, the iconic black box Kung Fu, and L'Empereur featuring Napoleon, representing the diverse range of puzzle, licensed, beat-em-up, and strategy genres covered in NES A-Z Episode 91.

After a 4.5-year hiatus, the NES A-Z journey continues with a surprisingly strong batch of games—and an unexpected discovery. This episode delivers three solid puzzle and action titles that genuinely hold up, plus the revelation that a Nintendo black box classic had been missing from the list all along. While Koei’s historical strategy offering predictably doesn’t fare well in the 5-minute format, the rest of this collection showcases the NES library’s depth, from overlooked puzzle gems to arcade-perfect beat-em-ups.

What makes this return episode particularly memorable is the mix of pleasant surprises and nostalgic favorites. The puzzle games prove more engaging than expected, the action titles remain as sharp as ever, and one spontaneous full-game speedrun provides an unexpectedly triumphant moment. It’s a reminder that even deep into the alphabet, the NES library still has discoveries waiting.


Krazy Kreatures – 1/1 💎

GenreReleaseDeveloperPublisher
Puzzle1992BitmastersAmerican Video Entertainment
Box art showing colorful cartoon creatures including smiling animals arranged in a puzzle grid pattern against a pink background, with the Konami logo and game title in bold yellow letters

Konami’s 1992 puzzle game is a match-three affair that tasks players with aligning creatures horizontally, vertically, or diagonally to clear the board. Developed during the puzzle game boom following Tetris’s massive success, Krazy Kreatures adds a strategic twist by rewarding players who set up cascading combos—matching four creatures with one in the middle creates particularly satisfying chain reactions. The game features progressively challenging levels with different creature types, from cute animals to snails to snakes, each with escalating difficulty. An interesting quirk: the game’s menu includes a mysterious “Stuff?” option that seemingly starts an inferior version of the main mode. As noted during gameplay, “This is an awesome game. Frankly, it might be a hidden gem on Nintendo,” and the assessment holds true—this is exactly the kind of reflex-rewarding puzzle game that deserves more recognition, earning its place among the NES’s better puzzle offerings with a well-deserved 1/1 rating.


Krusty’s Fun House – 1/1

GenreReleaseDeveloperPublisher
Puzzle Platformer1992Audiogenic SoftwareAcclaim Entertainment
Box art featuring Krusty the Clown's grinning face prominently displayed with Bart Simpson and other characters, mice scattered throughout a carnival funhouse setting in bright primary colors

Audiogenic’s 1992 puzzle-platformer proves that Simpsons games aren’t all bad. Players control Krusty the Clown navigating trap-filled rooms where the objective is guiding hapless mice into lethal traps manned by Bart Simpson and other Springfield residents. The gameplay borrows heavily from Lemmings, requiring players to place blocks strategically to create paths for the automatically-moving rodents, who then get “crushed by the boxing glove” upon reaching their destination. Developed by Software Creations and released across multiple platforms, the NES version showcases surprisingly clever level design that gradually introduces new mechanics like transportive pipes and multi-step puzzles. The game requires careful planning—blocks must be retrieved and repositioned to help mice overcome obstacles of varying heights. As observed during play, “It’s an amusing puzzle game… as a Lemmings-like I think that game’s pretty fun.” The creative puzzle design and Simpsons theming elevate what could have been a simple cash-in, earning a solid 1/1 rating.


Kung Fu Heroes – 1/1 💎

GenreReleaseDeveloperPublisher
Beat’em Up1989Culture BrainCulture Brain
Box art depicting two martial artists in fighting stances wearing traditional kung fu uniforms against an orange and yellow background with enemies and action poses surrounding them

Culture Brain’s 1989 beat-em-up (known as Super Chinese in Japan, the first in a long-running series) delivers explosive top-down action with a unique martial arts twist. Players punch enemies who literally burst apart like Fist of the North Star, while rocks yield power-ups including devastating fireballs that provide one-shot kills. The game supports two-player simultaneous co-op, making it an ideal choice for tag-team beat-em-up action (see next episode for a 2 player quickie).

Interestingly, Kung Fu Heroes shares sound effects with the original Kung Fu—a similarity that sparked the episode’s biggest revelation. Culture Brain would go on to develop numerous Super Chinese sequels in Japan, making this NES entry the series’ Western debut. The gameplay lacks the weapon variety of contemporaries like Double Dragon, but compensates with satisfying combat where “you just run around and punch dudes and they explode.” Purple enemies perform dangerous front-flip kicks, adding strategic variety to otherwise straightforward brawling. As noted, “This would be a fun two-player experience,” and indeed the game earns consideration as a hidden gem for co-op enthusiasts, receiving a 1/1 rating despite its relative simplicity.


Kung Fu – 1/1

GenreReleaseDeveloperPublisher
Beat’em Up1985IremNintendo
Classic Nintendo black box design with simple artwork showing a martial artist in a fighting stance kicking at enemies on a minimalist background, featuring the distinctive black box era styling with the Nintendo seal

Nintendo’s 1985 black box classic—originally Irem’s arcade game Kung-Fu Master—nearly slipped through the cracks, prompting an emergency addition to the list. This side-scrolling beat-em-up follows Thomas rescuing his girlfriend Sylvia from the clutches of Mr. X across five increasingly challenging levels.

As one of the NES launch window titles, it exemplified Nintendo’s early strategy of securing quality arcade conversions. The game’s deceptively simple controls favor kicking over punching due to superior range, while enemies introduce new mechanics gradually: dragons require jumping, small enemies demand ducking attacks, and boomerang-wielding foes force tactical positioning. What’s remarkable is the game’s tight design—it can be completed in roughly five minutes once mastered, which happened live during recording.

The first loop completion triggers a harder second playthrough with increased enemy counts. As enthusiastically declared, “This game nailed it… it’s so simple, but it’s so good,” a sentiment backed by childhood nostalgia: “Kung Fu is a game that I had as a kid. I played the hell out of it.” This arcade-perfect port absolutely deserves its 1/1 rating.


L’Empereur – 0/1

GenreReleaseDeveloperPublisher
Action Adventure1991KoeiKoei
Box art showing Napoleon Bonaparte in his iconic bicorne hat and military uniform against a dark background with a map of Europe, rendered in Koei's characteristic historical simulation art style

Koei’s 1991 historical strategy simulation places players in Napoleonic Europe, part of the company’s extensive catalog of turn-based strategy titles including Romance of the Three Kingdoms and Nobunaga’s Ambition. Unlike Koei’s typically Asian-themed offerings, L’Empereur ventures into European history with detailed military and economic management systems.

Players must balance army recruitment, artillery deployment, resource production, and diplomatic relations across multiple cities—all requiring extensive manual study and strategic planning. The game even includes a “Watch Computer Play” option that automates the entire experience. Unfortunately, the 5-minute format proves completely inadequate for grasping the complex systems, resulting in confused attempts to navigate menus: “Send officer… deploy artillery… No artillery in position.” The honest assessment: “Without a manual, without lots of trial and error, how am I supposed to play this?” While acknowledging “this may or may not be a good game” with solid presentation, the reality is these early strategy games haven’t aged well compared to later titles like Advance Wars or Fire Emblem. “I’d never recommend it to anybody” isn’t a commentary on quality but recognition that better alternatives exist. L’Empereur receives a 0/1 rating, though with the caveat that the format simply cannot do justice to Koei’s ambitious historical simulation.