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NES box art for Tag Team Wrestling, the cover of NEStalgia episode 28

028 · TAG TEAM WRESTLING

▶ Game info
VerdictSkip it
GenreSports
ReleasedOctober 1986
SeasonSeason 2
PublisherData East
August 3, 2018 · 26 min · transcript available

Data East becomes the first third-party publisher to make a game for the NES, but is it any good?! For more NEStalgia as well as in-depth articles and show notes, go to www.NEStalgiacast.com

Our verdict: Skip it

Tag Team Wrestling is the first third-party game on the show, from Data East, and the first one Nintendo let out without publishing it themselves. It is a rough way to start that chapter. We came away unable to say who was hitting whom, and not entirely sure we had been playing the same game.

What it gets right

  • Pins you cannot always escape. If you have been beaten down far enough, mashing does nothing and you stay pinned. That is a believable touch, the same thing that happens late in the N64 WrestleMania 2000 and No Mercy games.
  • The ref. He wears the biggest, happiest open-mouthed smile whenever he is counting someone out.
  • A cheap trick that works. One of the two wins we managed came from staying outside the ring and jumping back in at a count of 19, because the computer keeps chasing you out there and never thinks about the count.

Where it falls apart

  • The core move is a menu you cannot use. You land a tiny punch with A, and if it connects a menu of moves appears. You then have about three seconds to cycle with B and lock one in with A. Mashing means you keep confirming the first move by accident, and Joe never saw the menu at all, yet still pinned people.
  • It feels random and rigged. The computer seems to get a frame-perfect interruption on whatever you were about to do, like a tiny boy wrestling a big man. Opponents also glow red and become invincible as they get angrier, which the manual mentions, but it never happens to you.
  • No reason to tag. Hardly anyone found a use for the partner beyond maybe a stamina swap. The special moves are not special, and the animation jumps, like the Game & Watch, from one side of the ring to the other. A suplex out of the ring looks like a screen change.
  • Winning gets you the same fight. You get the little dance and then wrestle the same people again, the Strongbads, over and over. Titles come at three wins (American), eight (European), 15 (World) and 25 (Super), and we argued about why Europe outranks America.

Beyond the game

It was developed by Technos Japan, who made Double Dragon, River City Ransom and Super Dodgeball, so we were puzzled it turned out like this. The game dates to the arcade in 1983. We also learned the Strongbads are where Strong Bad from Homestar Runner got his name and Mexican wrestling mask. It landed in late 1986, just after WrestleMania 2.

The bottom line

Skip it. In the Essential Games List segment Joe said no, calling it difficult because it is poorly programmed, not because you can learn from it. Sam said he would rather go to his older brother's room and get beaten up, and he put it in the jank folder, though he admitted he may have imagined landing a clothesline. All four of us called it not essential, and we are not telling you to check it out. The Data East lineup that follows worried us too.

Written from our conversation in this episode.

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