NEStalgia

← All episodes

NES box art for Rush'n Attack, the cover of NEStalgia episode 41

041 · RUSH'N ATTACK

▶ Game info
VerdictSkip it
GenreAction
ReleasedApril 1987
SeasonSeason 3
DeveloperKonami
PublisherKonami
November 9, 2018 · 33 min · transcript available

Who doesn’t like a good play on words? It’s time to Rush and Attack the Russians in…Rush’n Attack! For more NEStalgia as well as show notes, articles, and more check out www.NEStalgiacast.com

Our verdict: Skip it

Rush'n Attack is Konami's arcade game from 1985, which reached the NES in April 1987. All four of us (Mike, Sean, Sam and Joe) were on this one, and we gave Konami a fair chance. It has pretty backgrounds and a couple of nice moments, but it was the third side-scrolling mook-fest in our run, and we were already tired of the formula.

What it gets right

  • Good looks. The background art is solid and mostly non-repeating. We kept coming back to the harbor stage, where you aren't sure where you are until the bridge and water appear.
  • A few good moments. On the second stage, a locked-in rhythm of jump, stab, jump, stab clears the landmines and the flying-kick guys, and it was probably the coolest thing anyone did in the game. At the end of the first level you can mash the knife and take out four enemies in one jump.
  • Additions over the arcade. The NES version adds two levels (the airport and the base itself), two-player co-op, a star for invincibility, and a limited-time pistol. Lives aren't shared in co-op, and a respawned partner is invincible for a few seconds and can kill enemies who run into him.
  • A goofball Cold War setting. The first level's palette made the soldiers look like redcoats and our hero like a police officer, which we enjoyed.

Where it falls apart

  • One knife, lots of spamming. The hero takes on an army with a pocket knife, which we pointed out is worse than Commando, where you at least came armed. The first boss is a pack of guys you stab while mashing the button, and the third-level boss is a pack of dogs from both sides.
  • Floaty jumps, dodgy hit boxes. Back-to-back landmines mean you can clear the first and land on the second, and the flying kickers hit you regardless of how well you meet them. Once you're in the air, it's out of your hands.
  • Same trick every level. Mooks arrive in a fixed order with one attack each, which is how people memorize the levels. We wanted more weapons or more platforming, and the weapons feel like an afterthought. Enemies mostly walk into you, and they can only hit you once. Even Kung Fu felt more fun.
  • Harsh restarts. Die and you go back to a checkpoint, run out of lives and it's the whole game. The Famicom version allows up to three continues and respawns you where you died.
  • Anticlimax. The final boss is the ICBM itself, which sits there while you stab it 12 times. Then the game says peace has arrived at last.

Beyond the game

The arcade plot had you rescuing prisoners from firing squads. The NES version swapped that for destroying a secret weapon. A YouTube commenter who grew up in Russia said they always assumed they were playing as the Russians. There is also an Xbox 360 and PS3 follow-up.

The bottom line

Skip it. In the Essential Games List vote, we both said it is not essential. Sam said it feels like Trojan and other games that had more in them, and Joe said it just isn't very fun. Joe also noted this is the same Konami that gave us Gradius, our game of the year, and we'd have felt gypped getting this after loving that.

Written from our conversation in this episode.

← VOLLEYBALLTRACK & FIELD →