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NES box art for Breakthru, the cover of NEStalgia episode 47

047 · BREAKTHRU

▶ Game info
VerdictSkip it
GenreAction
ReleasedJuly 1987
SeasonSeason 3
DeveloperData East
PublisherData East
December 21, 2018 · 27 min · transcript available

Tried to run, tried to hide! Now play BreakThru to get to the other side! Or just enjoy a DOORS reference from us. For more NEStalgia as well as show notes, articles, and more check out www.NEStalgiacast.com

Our verdict: Skip it

This was a two-host episode, just Mike and Sean for the first time since the Donkey Kong days. BreakThru is a Data East side-scroller where you drive a car across a war-torn country to get back a stolen PK-430 secret fighter plane. The box art makes your vehicle look like an armored tank-car hybrid; to us it was closer to a giant Hot Wheels car, and the whole premise (one guy, one car, an entire army, and a country whose bridges are already broken) gave us a good half hour of questions about army-wide field days.

What it gets right

  • Jumping and speed. This is a shooter that borrows from racing. You need to build up speed to clear a jump, and the jumps feel great when they land. The first big pile of rocks, which stumped us at the start, works as a tutorial.
  • Controlling the scroll, a little. You can't stop the screen, but you can speed up and slow down and change your position, which changes how fast it scrolls and how fast the enemies arrive. The bridge level, where you decide which side to jump to, was the favorite.
  • Checkpoints. There are about three per level, usually a few seconds before a big hazard, so you can brute-force your way through. The runs are quick: the world record we watched was 6 minutes 47 seconds, against a normal time of about 12.
  • A flow state. One run had Mike dodging every projectile, making every jump and picking up the spread shot, and it felt great.
  • Close to the arcade. Graphics and controls are about the same as the arcade original (which could have been yours for $995), except the NES has flicker.

What gets in the way

  • Cheap deaths. Everything is one hit, even though the armor suggests otherwise, and the rocks and missiles spawn right in front of you at any speed. Everything else is in a set spot, but those aren't, and the missiles give you almost no time to react. We disagreed about whether that is cheap or just a reminder of where you stand on the battlefield.
  • Flicker and a firing cap. Sprites flicker, including bullets you are supposed to dodge, and your own fire seems capped no matter how fast you press the button.
  • Pattern memorizing. The memorize-the-enemies style frustrated us, and we both felt it hasn't aged well. Next to something like Super Meat Boy, where you can see what you did wrong and play your own way, here the enemy is always just where it was.
  • Short and thin. Tougher armored vehicles and a flamethrower car appear, and a helicopter with homing missiles took a few lives, but there isn't enough here to bring you back.

The bottom line

Skip it. With two voters, both had to say yes, and both said no. Sean called Data East lovable losers on their first side-scrolling shooter: lots of mechanics, not enough personality, too much frustration. Mike had more fun than expected and liked the twist, but said a game feeling good in a hot moment does not make it a good game, and that it is short and unpolished. We still liked a listener write-in that gave it a solid seven for fun and quick, with his first landslide jump as a favorite memory.

Written from our conversation in this episode.

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