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NES box art for Ikari Warriors, the cover of NEStalgia episode 45

045 · IKARI WARRIORS

▶ Game info
VerdictSkip it
GenreAction
ReleasedMay 1987
SeasonSeason 3
DeveloperMicronics
PublisherSNK
December 7, 2018 · 32 min · transcript available

It's like Commando, but now there's tanks! And terrible porting! And the ability to softlock yourself out of the game! But is it fun? Just listen and find out! For more NEStalgia as well as show notes, articles, and more check out www.NEStalgiacast.com

Our verdict: Skip it

Ikari Warriors is our first SNK game on the NES, though SNK didn't handle the port; Micronics did, and we groaned at the name. The box art gave us "Ram Bros": two shirtless guys in headbands and camo pants who are clearly Rambo in all but name (the Japanese Rambo sequel title is where "Ikari" comes from, roughly "fury"). The game is a Commando clone with vehicles, and we kept coming back to the same complaint: it sounds more fun than it plays.

What it gets right

  • Vehicles and set pieces. Tanks and a helicopter show up along the way, and you can walk through water. A river with a bridge gives you a real choice: cross in the tank, or climb out and wade as a soldier. Hidden mines were something Commando never had.
  • Two players at once. Both of you share the screen, which beats Commando's take-turns approach, and lives aren't shared, so a weak partner doesn't drag you down. Running someone over in the tank got a cheer. Playing it together was clearly the better way to take on an army.
  • The tank is the fun part. You can stop, aim, and move again to control which way you shoot. We kept saying a tank-only game would have been better.
  • Scale. There are only two areas, but each is about as long as a full Super Mario Bros. run, going from jungle and swamp to a cramped base. We admired the idea of crossing one huge level, even though nobody got far.
  • An intro cut scene, which the NES hasn't given us much of.

Where it falls apart

  • Clumsy on foot. Your soldier takes a moment to turn, sometimes in a little circle, and the gun lags behind your direction change. Enemies are faster than you, so you can never put space between you and them. Everything blinks and runs a split second late.
  • It lost what made the arcade game special. The arcade original was a twin-stick shooter where you walk one way and fire another. The NES port isn't that, and the arcade version, we were told, is a completely different and much tighter game.
  • Little explanation. Nobody knew what most power-ups did beyond the one that clears the screen. Climbing out of a vehicle (A then B) worked maybe a quarter of the time, usually when it was about to explode. Early on we blew up our own vehicles, thinking they were targets.
  • A long dead screen. After your last life you stare at an empty screen for about 30 seconds. That's where the continue code (A, B, B, A, A) goes, and we only learned it partway through. Even with it, one of the hosts never reached the end of stage one.

The bottom line

Skip it. Sean said nay, Sam said he really enjoyed it but wouldn't call it essential, and Joe, the deciding vote, said no because Commando is head and shoulders better and the difficulty feels unfair rather than fun. That made four nos. We talked about whether a worse port of a better arcade game should ever reach the list, and agreed it would have to be very good, since the NES version's one advantage is that you can find it on eBay instead of buying a cabinet. If you want Ikari Warriors, go find the arcade version. Family fun, said one voice, but not essential.

Written from our conversation in this episode.

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